News:

"It occured to me while drunk, so it must have been genius."

Main Menu

Beastiary

Started by Anastasia, August 10, 2011, 09:31:43 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Anastasia

Remember the Mercane merchant that sold Willim meat? That's him. He was a possible recruit but I don't think it crossed your minds. His sheet isn't 100% done, but it's close enough. Savant and other ideas were recycled into Vul'lath's build.

Vivacain, Mercane Mercant

Picture:
Spoiler: ShowHide




Mercane 7/Noble 5//Savant 12

Size/Type: Large Outsider
Hit Dice: 12d8+36 (93 hp)
Initiative: +3
Speed: 30ft
Armor Class: 16 (-1 size, +3 dex, +4 natural)
Base Attack/CMB/CMD: +12/+18/31
Attack: Masterwork Falchion+14 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+14 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Spell resistance 24, spell-like abilities, telepathy 100ft, darkvision 60ft.
Saves: Fort +13, Ref +14, Will +15
Abilities: Str 15, Dex 16, Con 16, Int 20, Wis 17, Cha 16
Skills: 15+ability modifier; +4 racial to appraise.
Feats: Combat Expertise(1), (Talent lore bonus feats)
Epic Feats: -
Alignment: Neutral

Racial abilities:
Spoiler: ShowHide


Spell-Like Abilities

3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 7th; save DC 12 + spell level.

Telepathy (Su)

Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills

Mercanes receive a +4 racial bonus on Appraise checks.


Savant powers:
Spoiler: ShowHide


Spells

Vivacain casts as a 12th level savant.

Academic Lore (Ex)

The savant studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The savant may make a special academic lore check with a bonus equal to his savant level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the savant fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again.

If the savant has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in savant or rank in the appropriate Knowledge skill. For example, Delephon the 3rd-level savant has 6 ranks in Knowledge (engineering). He inspects an old ruin to determine if it is structurally sound. His Knowledge (engineering) check fails. He then attempts to use his academic lore ability and succeeds.

Skill Assistance (Ex)

The savant's broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. If, for example, a savant sees an approaching ogre, he knows how to deliver a swift warning that alerts his allies before the ogre is upon them. If he and his friends must slip into a blackguard's fortress, his intense study of stealth and reconnaissance allows him to mask the clanks of his paladin ally's armor.

At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.

The savant can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the savant and adds all other modifiers as normal. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.

The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).

A target of this ability must choose whether to use the savant's result or make his own, and he must choose before he knows the savant's die roll. In any case, the targets of this ability never use their own ranks in addition to the savant's ranks. They must either make a check as normal or substitute the savant's ranks and die result for their own.

The savant cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another's check.

For example, Delephon the savant, Abelard the paladin, and Esmeralda the sorcerer attempt to sneak past a group of orc guards. Neither Abelard nor Esmeralda has ranks in Move Silently. Luckily, Delephon has chosen that skill for his skill assistance ability. Delephon has 8 ranks in Move Silently. He makes one d20 roll for his Move Silently check and the checks for his two companions. The die's result is 12. Delephon resolves his Move Silently check as normal using that roll. His companions resolve their Move Silently checks as if they had 8 ranks in the skill (just like Delephon) and rolled a 12 on the d20, the result of Delephon's roll, to make the skill check. Abelard has a Dexterity of 8 (-1) and wears full plate (armor check penalty -6). Thus, his total Move Silently result is 13 (Delephon's 8 ranks + 12 result on the d20 -1 Dex -6 armor). Esmeralda has a 14 Dexterity (+2) and wears no armor. Her total result is 22 (Delephon's 8 ranks + 12 result on the d20 + 2 Dex).

Trapfinding (Ex)

Savants can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Savants can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A savant who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Sneak Attack (Ex)

Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.

The savant's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the savant flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a savant can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A savant can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The savant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A savant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Noble powers:
Spoiler: ShowHide


Bonus Class Skill (Ex)

At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.

Favor (Ex)

The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.

A noble can try to call in a favor a number of times in a week of game time that's equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favor per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.

The DM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.

Inspire Confidence (Ex)

Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.

An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.

The noble can't inspire confidence in himself. The ability only aids his allies.

Coordinate (Ex)

A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.

This ability can't be used to assist in combat.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#61
Posting things I've done lately here. Reposting Barachiel from nagging for consistency.

- This stat block uses the BoED one as a base. Several of his powers come from that or the Emissary of Barachiel prestige class, only scaled up to fit his station.
- In the Eastern Orthodoxy, Barachiel is an archangel often depicted with a white rose held to his chest. The name of his weapon is a direct nod to that.
- Knight was chosen by elimination. Sealtiel has fighter and defender for classes, while Raziel handles paladin. This left Barachiel rather adrift and I chose not to use Marshal (as to make him less samey compared to Bel and other well known warlords). Knight isn't the best class, but with innate full cleric casting it's not a big deal. It gives him some useful options, even if I blatantly cheated with his code.
- I made a few custom spells for him, as I intend to do 2-4 for each member of the Hebdomad. They all get cleric casting, so there's no point in doing it all at once. His domain spells past 9th level are basically a handwave.


Barachiel
The Messenger, The Herald of Celestia
First of the Hebdomad
Symbol: A silver trumpet against a starry background
Home Plane: Lunia, 1st layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Messengers, defense, loyalty, perseverance
Worshipers: Heralds, trumpet archons, emissaries of Barachiel
Cleric Alignments: LG, NG
Domains: Good, Herald, Law, Patience
Favored Weapon: White Rose (Longsword)

Trumpet Archon 42//Knight 42

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 42d12+672+42+84 (1302 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 98 (-1 size, +13 dex, +7 divine, +23 natural, +13 deflection, +12 shield, +21 armor)(50% miss chance)
Base Attack/CMB/CMD: +42/+58/113
Attack: White Rose+70 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Full Attack: White Rose+70/+65/+60/+55 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Electrify blade, lightning stroke, spell-like abilities, spells, knight's challenge 34/day (fighting challenge+7, test of mettle, call to battle, daunting challenge, bond of loyalty, loyal beyond death), divine blast 16/day (20d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 57, immunity to acid, cold, electricity, fire and petrification, fast healing 27, aura of menace, indelible imprint, magic circle against evil, summon archons, tongues, darkvision 120ft, divine traits, barachiel's code, shield block+5, bulwark of defense, armor mastery(medium, heavy), vigilant defender, improved shield ally, impetuous endurance, evasion(with shield only).
Saves: Fort +55, Ref +64, Will +54 (+4 racial vs poison)
Abilities: Str 40, Dex 37, Con 43, Int 36, Wis 41, Cha 36
Skills: Balance+65, Climb+67, Concentration+68, Diplomacy+69, Handle Animal+65, Heal+67, Intimidate+69, Jump+87, Knowledge(Arcana)+65, Knowledge(A&E)+65, Knowledge(History)+65, Knowledge(Local: Mount Celestial)+65,  Knowledge(Nobility and Royalty)+65, Knowledge(Planes)+65, Knowledge(Religion)+65, Perform(Wind Instruments)+65, Listen+67, Ride+65, Search+65, Sense Motive+67, Spellcraft+65, Spot+67, Survival+67, Swim+67, Use Rope+65
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Empower Spell(3), Shield Specialization(K5), Shield Ward(6), Quicken Spell(9), Endurance(K10), Purify Spell(12), Consecrate Spell(15), Diehard(K15), Improved Critical(Longsword)(18), Toughness(K20), Improved Initiative(24), Combat Reflexes(42)
Epic Feats: Epic Shield Ally(B), Knight's Defense(B), Knight's Endurance(B), Knight's Presence(B), Knight's Will(B), Epic Spell Capacity(21), Knight's Defense(K23), Shield Barrier(K26), Superior Initiative(27), Shield Evasion(K29), Spell Stowaway(Miracle)(30), Epic Toughness(K32), Spell Stowaway(Time Stop)(33), Penetrate Damage Reduction(Cold Iron)(K35), Blinding Speed(36), Penetrate Damage Reduction(Silver)(K38), Multiaction(39), Penetrate Damage Reduction(Adamantine)(K41)
Salient Divine Abilities: Area Divine Shield, Alter Size, Automatic Metamagic(Quicken Spell), Banestrike(Fiends), Divine Blast, Divine Knight, Divine Fast Healing, Divine Shield, Extra Energy Immunity(Cold), Extra Energy Immunity(Acid), Herald of Celestia, Improved Alter Size.
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Barachiel casts as a 42nd level cleric with access to the Good, Herald, Law and Patience domains(caster level 43rd for good and lawful spells). The save DCs are 25 + spell level. All of Barachiel's spells are automatically quickened. Barachiel's metamagic options are Consecrate Spell (+1), Purify Spell (+1) and Empower Spell (+2).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[9+1/day]1: (Protection from Chaos), Bless, Command, Divine Favorx3, Eyes of the Avoralx2, Obscuring Mist, Vision of Heaven
[9+1/day]2: (Enthrall), Cure Moderate Wounds, Ease Painx2, Hold Personx2, Shield Otherx2, Zone of Truthx2
[9+1/day]3: (Protection from Energy), Blessed Sightx2, Blindness/Deafness, Invisibility Purge, Magic Circle Against Chaos, Prayer, Refreshment, Telepathy Tap, Wind Wall
[8+1/day]4: (Slow), Celestial Brilliance, Death Ward, Dimensional Anchorx3, Greater Status, Neutralize Poison, Sword of Conscious
[8+1/day]5: (Greater Command), Break Enchantment, Crown of Flamex2, Inquisitionx2, Mark of Justice, Sacred Guardian, Sicken Evil
[7+1/day]6: (Blade Barrier), Banishment, Crown of Brilliance, Geas/Questx2, Healx3
[7+1/day]7: (Purified Blade Barrier), Greater Restoration, Righteous Smite, Rain of Embersx2, Shield of the Archonsx3
[6+1/day]8: (Sequester), Crown of Glory, Fire Stormx2, Mass Cure Critical Wounds, Shield of Lawx2
[6+1/day]9: (Time Stop), Etherealness, Mass Healx4, Sublime Revelry
[6+1/day]10: (Consecrated Purified Empowered Blade Barrier), Celestial Valorx2, Energetic Healing, Empowered Fire Stormx2
[6+1/day]11: (Empowered Time Stop), Superb Dispellingx3, Empowered Purified Fire Stormx3
[5+1/day]12: (Empowered Time Stop), Burst of Gloryx2, Legion's Gatesx2, Wrath of the Heavens
[5+1/day]13: (Empowered Time Stop), Mass Energy Immunity, Purified Burst of Gloryx4
[5+1/day]14: (Empowered Time Stop), Empowered Wrath of the Heavensx2, Thunderous Voice, Radiant Stormx2
[5+1/day]15: (Empowered Time Stop), Final Penancex2, Purified Empowered Burst of Gloryx3
[4+1/day]16: (Empowered Time Stop), Purified Final Penancex2, Empowered Radiant Stormx2
[1+1/day]17: (Empowered Time Stop), Empowered Final Penance

Electrify Blade (Su)

Any metal weapon Barachiel wields crackles with electrical energy for as long as he holds the weapon. A weapon held by Barachiel deals an extra 7d6 points of electricity damage. This damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Lightning Stroke (Su)

When holding a weapon charged with electrical energy from Electrify Blade, Barachiel may project a stroke of lightning towards any opponent within 700ft. This is a ranged touch attack and deals 210 points of electricity damage on a successful hit. Like with Electrify Blade, this damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Aura of Menace (Su)

DC 51 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Barachiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Barachiel may call up to 42 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Barachiel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, aspect of the deity, blade barrier, calm emotions, comprehend languages, consecrate, contingency, continual flame, crown of brilliance, crown of glory, daylight, delay poison, dictum, dispel chaos, dispel evil, dream, enthrall, greater aspect of the deity, greater command, greater plane shift, greater teleport, hallow, heavenly lightning, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, mass bear's endurance, message, order's wrath, power word stun, protection from chaos, protection from energy, protection from evil, ray of hope, sanctuary, sending, sequester, shield of law, slow, summon monster 9 (lawful good creatures only), superb dispelling, time stop, tongues, vision of heaven. Caster level 42nd, caster level 43rd for good or lawful spells. The save DCs are 40 + spell level.

Alter Reality (Su)

Barachiel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Barachiel can use limited wish when doing so can help him promote holy messages, patience in holy tasks and the glory of Mount Celestia. Note that in the situation where Barachiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Barachiel may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Good: +1 caster level to good spells.
Herald: +4 sacred bonus to diplomacy and intimidate, intimidate is always a class skill.
Law: +1 caster level to lawful spells.
Patience: 7/day as an immediate action, delay the effect of any spell on you for up to 10 rounds. This may be used after any saving throw the spell allows.

Divine Aura (Ex)

The save DC against Barachiel's divine aura is 30 and the radius is 700ft.

Immunities: Barachiel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Barachiel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Barachiel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Barachiel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Barachiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Barachiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a beautiful trumpet blast. In this case, anyone within earshot of the sound can hear it.

Create Items: Barachiel can create any wondrous item with power related to messages and holiness; the maximum is 30,000 gold.

Portfolio Sense: Barachiel is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Knight powers:
Spoiler: ShowHide


Knight's Challenge

Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex)

As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Test of Mettle (Ex)

Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex)

Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex)

Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Bond of Loyalty (Ex)

Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mindaffecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex)

At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than -10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

Barachiel's Code

Instead of the knight's code, Barachiel uses the paladin's code of conduct.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

Shield Block (Ex)

Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

Bulwark of Defense (Ex)

When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex)

Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Vigilant Defender (Ex)

Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex)

Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Improved Shield Ally (Ex)

At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex)

Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.


Gear:
Spoiler: ShowHide


White Rose

This large longsword has a white rose motif, made of fine gold harvested from Jovar. It was said to be made by Gond, a persistent piece of lore even if little else about it is known. It is a large longsword+7, lightning blast. It grants a +7 sacred bonus to the save DCs of Barachiel's Knight abilities. Despite being a sword, White Rose is wielded with sublime skill by Barachiel. It counts as a shield as well, granting him a +2 shield bonus to armor class.

Holy Anointment

Barachiel does not wear armor into battle. However, he has been blessed by Zaphkiel. This protection is stronger than any mortal armor, shielding him from harm in every way. Barachiel gains a +21 armor bonus to armor class. Any creature that strikes Barachiel, be it by weapon or magic, must make a DC 51 Fortitude save or be ravaged by a triple strength celestial lightblood (3d4 dex primary, 3d4 secondary).

Valor's Trumpet

This silver trumpet is said to have been created by Erathaol ages ago, who simply said that Barachiel would need it one day. By blowing on it as a standard action, Barachiel can produce a note of sublime beauty and terror. All creatures except archons, and any that Barachiel chooses to exclude, must make a DC 51 Fortitude save or be paralyzed for 7 rounds. As a free action, Barachiel can command Valor's Trumpet to become a +7 large greatsword, axiomatic power. Those who have seen the trumpet being used often come away with the suspicion that there is more to the trumpet than this, but both Barachiel and Erathaol remain mute on this subject. Interestingly, many mortal sages hold that this trumpet will be blown on the last day of conflict between good and evil, to herald the victory (or defeat, depending on the source) of Good.

As one of the Hebdomad, Barachiel has access to great quantities of treasure and magical support should he need it. When going to battle, he often requisitions greater rods of metamagic and items that improve the DCs of his cleric spells.


Custom Material:
Spoiler: ShowHide


DIVINE KNIGHT
Prerequisite: Knight level 20th, Shield Block+3, Fighting Challenge(Loyal Beyond Death), Impetuous Endurance, Improved Shield Ally
Benefit: The deity gains Epic Shield Ally, Knight's Defense, Knight's Endurance, Knight's Presence and Knight's Will as bonus feats. The deity never provokes an AoO for making a charge attack.

HERALD OF CELESTIAL
Prerequisite: Herald Domain, member of the Hebdomad
Benefit: As the Herald of Celestia, Barachiel's words have the ability to support the righteous, undermine the wicked and convert evil. The save DC to resist any of these abilities is (DC 10 + 1/2 hd + cha modifier + divine rank; DC 51).
Herald's Call: Barachiel can emit a call of pure celestial glory, words that stir the spirit of all that hear them. Any creature within 70ft is affected. Lawful good creatures gain a +8 morale bonus on attack rolls, weapon damage rolls, skill and ability checks and saving throws. Neutral good or chaotic good creatures gain a +4 morale bonus to attack rolls and saving throws versus fear. Creatures that lawful neutral find themselves enthralled, doing nothing but listen to his words for as long as he speaks and for 7 rounds after he ceases (or until they are attacked or Barachiel makes an aggressive act towards them, such as an attack). Those of neutral and chaotic neutral alignment are enthralled as previous as well suffering a -4 penalty on ability checks, attack rolls, skill checks and saving throws. Creatures of any evil alignment are stunned for 7 rounds and suffer a -8 penalty to attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. Any negative effects allow a Will save to negate. The various penalties and bonuses last for 77 minutes unless noted otherwise. Using Herald's Call is a full round action and it may be used up to 7 times per day. This ability is mind-affecting and language dependent. Note that as a deity, Barachiel can communicate with any creature that has a language.
Message of Conversion: Barachiel is capable of offering a glimpse of heavenly glory and the chance for a creature to immediately choose to begin its redemption. As a full round action, Barachiel can show a different path to all non-good creatures within 70ft. These creatures are given the choice to accept this new path; if they choose to do so, they immediately become of good alignment. Those that accept are immediately tasked by Barachiel in how to atone for their past sins. While Barachiel can use this ability on the unwilling (a Will saving throw negates), he rarely does so, as he believes the unwilling will inevitably slide back into evil. As such, Barachiel usually waives any saving throw and allows the unwilling to resist uncontested. The tasks given by Barachiel are not light ones, but ones he believes the creature is able to accomplish. Barachiel is also capable of assigning another task if needed or if a previous task becomes impossible.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Thunderous Voice
Transmutation [Good]
Level: Brd 12, Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By calling on the Thunderous Voice, your voice becomes like the pounding roar of a thunderstorm. This fills your voice with overpowering terror, granting you a +40 competence bonus to intimidation checks. As a standard action while under the effects of this spell, you may intone a condemnation of any evil creatures within 100ft. This unleashes a lightning bolt from you to the creature. Treat this as a Lightning Bolt spell, except that it only affects the creature and deals 20d6 points of damage. Half of this damage is electricity damage and half is divine power and thus not subject to resistance or immunity to electricity.

Material Component

A rod of lightning and a tiny horn

Final Penance
Necromancy [Good]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 evil creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When Final Penance is cast, the target creature's life force is torn apart by raw holy judgment. This deals 1d8 points of damage per caster level, to a maximum of 40d8. Against evil outsiders, it instead deals 1d10 points of damage per caster level, to a maximum of 40d10. A Fortitude save is allowed to halve the damage. If the creature is slain by this spell, its life energy explodes out in all directions, laced with holy power. This life force extends in all direction 100ft, healing good creatures an amount equal to the damage the target took from this spell.


Epic Knight [spoiler]

Epic Knight

Hit Die

d12

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21-
22+22-
23+23Bonus feat
24+24-
25+25Fighting challenge+5
26+26Bonus feat
27+27-
28+28-
29+29Bonus feat, shield block+4
30+30-

Knight's Challenge (Ex)

An epic knight continues to gain knight's challenges equal to 1/2 her level plus her Charisma modifier.

Fighting Challenge (Ex)

At 25th level and every 6 levels thereafter, the morale bonus to Will saves, attack rolls and damage rolls increases by 1.

Shield Block (Ex)

At 29th level and every 9 levels thereafter, the bonus to shield AC from shield block rises by 1.

Bonus Feats

An epic knight gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Shield Ally, Epic Toughness, Improved Combat Reflexes, Improved Whirlwind Attack, Knight's Defense, Knight's Endurance, Knight's Presence, Knight's Will, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Shield Barrier, Shield Evasion, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Knight's Presence [Epic]
Prerequisite: Fighting Challenge (Daunting Challenge), cha 19
Benefit: The DCs from your various fighting challenge abilities rises by 2. In addition, you may reduce the minimum Intelligence for your fighting challenge abilities to work by 1.
Special: You can select this feat more than once. The bonus to DCs stack. The bonus to minimum Intelligence stacks, to a minimum of 1.

Knight's Defense [Epic]
Prerequisite: Shield Block+3, Shield Evasion
Benefit: Your bonus from shield block rises by 2 and you gain a 25% miss chance whenever you use a shield. This applies to all attacks that target you, including spells, but not effects such as a spread or area attack.
Special: You can select this feat more than once. The bonus to shield block stacks. The miss chance stacks twice, to a maximum of 50%.

Knight's Will [Epic]
Prerequisite: Fighting Challenge (Loyal Beyond Death), con 25
Benefit: You may use your Loyal Beyond Death ability to delay the effects of abilities that would utterly destroy you, such as disintegration. While you are under the effect of loyal beyond death, effects that would destroy your body do not do so until you cease to use loyal beyond death. You still take the damage these effects would deal, and sufficient healing will still prevent your death.

Knight's Endurance [Epic]
Prerequisite: One of Epic Fortitude, Reflexes or Will, Impetuous Endurance
Benefit: Instead of automatically failing a saving throw on a natural 1, you treat the result as a 10 instead.

Epic Shield Ally [Epic]
Prerequisite: Improved Shield Ally
Benefit: You may now absorb all the damage directed at an adjacent ally. You need not use an immediate action to use your shield ally ability and may choose to absorb an attack as a free action. In addition, you now have the ability to absorb damage from spells and other effects (but not ongoing effects, such as being on fire or poisoned).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#62
Domiel's next. Notes as follows.

- Again, this stat block uses the BoED one as a baseline for inspiration. When suitable, SDAs and racial abilities are used to grant the powers in those stat blocks and the prestige class related to them. This doesn't matter much for Domiel.
- Domiel's the anti-undead specialist of the Hebdomad. The fact that he's a rogue is one of those strange little ironies, though he's capable of overcoming the typical rogue problems with undead. Tyranny's Fall essentially allows him to ignore that problem and then some. Anyway, the fact that he's a rogue is due to the fact that Slayer of Domiel is a rogue PrC. Simple enough.
- Domiel's gimmick is absurd offense (twelve attacks per round!) combined with the ability to stop the same tactic from working on him. I like how his runes tie into the Temperance domain, by the way.
- Shadowbane Stalker fits his to a T. It gives him amazing stealth abilities and continues his rogue abilities nicely.


Domiel
The Mercy-Bringer, Lord of Eternal Rest
Second of the Hebdomad
Symbol: An upthrust, flaming greatsword against a white diamond background
Home Plane: Mercuria, 2nd layer of Mount Celestia
Alignment: Lawful Exalted
Portfolio: Peaceful rest in death, eternal life, destruction of tyranny and undead
Worshipers: Crypt-keepers, good aligned rogues, slayers of Domiel
Cleric Alignments: LG, NG
Domains: Celestial, Good, Law, Life, Temperance
Favored Weapon: Tyranny's Fall (Greatsword)

Domiel is the guardian of eternal rest, temperance and the celestial promise of greater things beyond the toil of life. He protects those who oppose tyranny, the greatest enemy of rest and peace. He holds a special loathing for the undead, whom he views as abominations of the purest tyranny, a tyranny that lasts past death and impinges on eternity.

Movanic Deva 44//Rogue 10/Shadowbane Stalker 34

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 44d8+660 (1012 hp)
Initiative: +32 (always goes first)
Speed: 80ft, fly 240ft (perfect)
Armor Class: 70 (-1 size, +17 dex, +7 divine, +23 natural, +14 deflection)
Base Attack/CMB/CMD: +44/+61/109
Attack: Tyranny's Fall+73 (3d6+31 plus 2d6 holy plus 3d6 fire (6d6 on crit) plus 20d6 sneak attack and 2 str damage 17-20 x2)
Full Attack: Tyranny's Fall+73/+68/+63/+58 (3d6+31 plus 2d6 holy plus 3d6 fire (6d6 on crit) plus 20d6 sneak attack and 2 str damage 17-20 x2) and 2 wings+73/+68/+63/+58 (1d8+23 plus 20d6 sneak attack and 2 str damage)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities, sneak attack+20d6, crippling strike, sacred strike, divine blast 17/day (21d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 59, immunity to acid, cold and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, heavenly deflection, change shape, death ward, trapfinding, evasion, penetrating strike, battlesense, detect evil, sacred stealth+24, discover subterfuge+22, sacred defense.
Saves: Fort +56, Ref +58, Will +57 (+4 racial vs poison)
Abilities: Str 43, Dex 45, Con 40, Int 41, Wis 42, Cha 39
Skills: Concentration+69, Craft(Weaponsmithing)+69, Diplomacy+72, Disable Device+69, Escape Artist+71, Gather Information+72, Heal+70, Hide+84, Intimidate+72, Knowledge(Arcana)+69, Knowledge(A&E)+69, Knowledge(Dungeoneering)+69, Knowledge(Local: Mount Celestia)+69, Knowledge(Nature)+69, Knowledge(Planes)+69, Knowledge(Religion)+69, Listen+70, Move Silently+84, Perform(Song)+72, Search+69, Sense Motive+70, Spellcraft+69, Spot+70, Survival+70, Tumble+71, Use Magic Device+68, Use Rope+71
Feats: Words of Creation(B), Sacred Strike(1), Skill Focus(Hide)(3), Skill Focus(Move Silently)(6), Reach Spell(9), Invisible Spell(12), Quicken Spell(15), Improved Initiative(18), Quicken Spell-Like Ability(Mass Heal)(27), Darkstalker(36), Energize Spell(39), Combat Reflexes(42)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack of Opportunity(B), Epic Spell Capacity(21), Epic Skill Focus(Hide)(24), Epic Skill Focus(Move Silently)(SS14), Blinding Speed(SS18), Epic Quicken Spell-Like Ability(Mass Heal)(30), Epic Reputation(SS22), Multiaction(33), Improved Sneak Attack(SS26), Superior Initiative(SS30), Spellcasting Harrier(SS34)
Salient Divine Abilities: Area Divine Shield, Battlesense, Divine Blast, Divine Shield, Divine Sneak Attack, Extra Domain(Life), Final Rest, Gift of Life, Know Death, Life and Death, Mass Divine Blast, Supreme Initiative
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Domiel casts as a 44th level cleric with access to the Celestial, Good, Law, Life and Temperance domains.

Heavenly Deflection (Su)

At will as a free action, Domiel can deflect ranged attacks and certain spells by batting them away with his weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect Domiel, he can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If Domiel succeeds, he deflects the attack. A deflected attack may be deflected or counterspelled, or Domiel may choose to return the attack onto the attacker. A reflected attack uses the same rolls as the initial attack.

Domiel must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

Domiel can assume the form of any Small or Medium humanoid or animal.

Death Ward (Ex)

Domiel is under the constant protection of a Death Ward spell. This is an extraordinary ability and cannot be suppressed or dispelled.

Aura of Menace (Su)

DC 53 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Domiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Domiel may call up to 44 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Domiel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, animate objects, animate plants, atonement, blade barrier, blessed sight, call faithful servants, calm emotions, consecrate, death ward, dictum, dispel chaos, dispel evil, dispel magic, gate, greater dispel magic, greater plane shift, greater teleport, heavenly lightning, heavenly lightning storm, hide from undead, hold monster, holy aura, holy smite, holy word, iron body, lesser planar ally, lesser restoration, magic circle against chaos, magic circle against evil, mass heal, neutralize poison, order's wrath, plant growth, protection from chaos, protection from evil, reincarnate, regenerate, remove fear, shield of law, superb dispelling, summon monster 9 (lawful good creatures only), symbol of stunning, vision of heaven. Caster level 44th, caster level 45th for good or lawful spells. The save DCs are 41 + spell level.

Alter Reality (Su)

Domiel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Domiel can use limited wish when doing so can help him promote eternal rest, the overthrow of tyranny and the glory of Mount Celestia. Note that in the situation where Domiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Domiel may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Celestial: Smite evil 7/day, +4 to hit and +22 to damage.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Life: 7/day touch grants 1d6+22 temp HP, lasts 22 hours.
Temperance: Heal 1 HP per spell level of domain spells uncast when you prepare spells.

Divine Aura (Ex)

The save DC against Domiel's divine aura is 31 and the radius is 700ft.

Immunities: Domiel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Domiel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Domiel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Domiel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Domiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Domiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a stirring, powerful call. In this case, anyone within earshot of the sound can hear it.

Create Items: Domiel can create any wondrous item with power related to eternal rest and holiness; the maximum is 30,000 gold.

Portfolio Sense: Domiel is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Gear:
Spoiler: ShowHide


Tyranny's Fall

Tyranny's Fall is a longsword that eternally burns with holy fires. The blade looks mundane if well made, but is almost always obscured by the flames that surround it. Tyranny's Fall's origin is a matter of much conjecture. Legends vary from it being a gift from Bahamut, Torm or Tyr, to Domiel making it and cooling it in the breath of Bahamut, to it being the legbone of a lost archangel of metal and minerals. No matter the truth of it, Tyranny's Fall is an adamantine greatsword+7, fiery blast, holy and keen. Any attack Domiel makes (including his wing natural attacks) while using Tyranny's Fall counts as a sneak attack. These sneak attacks bypass the immunities and resistances of evil creatures and undead.

Runes of Creation

Domiel's skin is covered by unusual patterns and tattoos. These are in fact a unique type of runes, an attempt to forge the Words of Creation into a written form. The words represented on Domiel are 'Balance of Life'. These words represent temperance and acceptance of all that is good and pure in existence, joined by the rejection of excess. Each round Domiel can be affected by only one of each of the following type of attacks by a creature: melee attacks, ranged attacks, spell or spell like ability and supernatural ability. Further attacks of the same kind by that creature until the beginning of Domiel's next turn fail.

For example, a pit fiend hits Domiel with a claw attack, a wing attack and a bite attack. The claw attack deals damage as normal but the wing and bite attack have no effect, as they are both melee attacks. If the pit fiend then used a quickened fireball, Domiel would be vulnerable to it. A second quickened fireball in the same round would fail.  If another pit fiend then came up and hit Domiel with a claw and a wing, the claw would do normal damage while the wing would have no effect; that is, this ability distinguishes between different creatures. Abilities that miss, fail to penetrate Domiel's spell resistance, Domiel is immune to or otherwise fail do not count against the limit of this ability. For example, a pit fiend who casts fireball on Domiel and fails to penetrate his spell resistance could still affect Domiel with another spell that round. Abilities that hit multiple times, such as a Meteor Swarm spell, only the first attack affects Domiel. For example, a Scorching Ray's first ray would affect Domiel but the other two would not.

For the sake of this ability, magical attacks that are melee or ranged attacks count as spells or supernatural abilities rather than melee or ranged attacks. For instance, an orb of fire cast by a wizard would count as a spell rather than a ranged attack.

Wings

Domiel's wings have been enchanted. They have a +7 enhancement bonus to attack rolls and his wings are treated as having the multiattack, improved multiattack, rapidstrike and improved rapidstrike feats.


Custom Material:
Spoiler: ShowHide


FINAL REST
Prerequisite: Good domain, Life domain
Evil that Domiel slays is put to rest for all time, as fits his duties as the guardian of sacred death and eternal life. Any evil, living creature slain by Domiel's attacks, including spells, spell-like abilities, supernatural abilities and salient divine abilities, cannot be revived. Spells such as Resurrection, Reincarnate and similar spells all fail. An evil outsider is treated as being slain on its home plane and is likewise destroyed. Undead slain by Domiel cannot be restored or raised again as undead. Undead that rejuvenate or self revive, such as a ghost or a vampire, are automatically destroyed as well with no chance of recovery.

This ability can overcome by a deity using the Gift of Life, Life and Death or Mass Life and Death salient divine abilities. The deity must succeed on an opposed rank check against Domiel. Final Rest is ineffective against creatures with divine rank.


Epic Shadowbane Stalker [spoiler]

Epic Shadowbane Stalker

Hit Die

d8

Skill Points at Each Additional Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8Discover subterfuge+8+1 divine
12+9Sneak attack+4d6+1 divine
13+9Sacred stealth+12+1 divine
14+10Bonus feat, discover subterfuge+10+1 divine
15+11Sneak attack+5d6+1 divine
16+12-+1 divine
17+12Discover subterfuge+12+1 divine
18+13Bonus feat, sneak attack+6d6+1 divine
19+14Sacred stealth+16+1 divine
20+15Discover subterfuge+14+1 divine

Sacred Stealth (Su)

At 13th level and every 6 levels thereafter, the epic shadowbane stalker's bonus from Sacred Stealth rises by 4.

Discover Subterfuge (Ex)

At 11th level and every 3 levels thereafter, the epic shadowbane stalker's bonus from Discover Subterfuge rises by 2.

Sneak Attack (Ex)

At 12th level and every 3 levels thereafter, the epic shadowbane stalker's sneak attack rises by 1d6.

Bonus Feats

An epic shadowbane stalker gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Shadowbane Stalker Bonus Feat List

Use rogue list as base. Add cleric stuff. (Yes, I never got around to filling this in. Oh well.)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#63
Oh hey, he has an entire writeup done. I'll let that speak for itself for the most part.

Note that his main routine is summons and acting before you can act - even when you have surprise. One of his typical summons is included. He's the strongest of the first three members of the Hebdomad. This is entirely on purpose and for reasons that should be obvious. This is the point where 'deities are completely unfair' kicks in for real.

Incidentally, you may notice that two of the three Hebdomad have been angels instead of archons (even if they have the archon subtype). This is wholly on purpose. Celestia accepts anyone who is willing to devote themselves to it and they can rise as high as they can. It's entirely understated and a counterpoint to Baator's take on law, order and ambition.


Erathaol
The Seer of Celestia, Guardian of Possibilities
Third of the Hebdomad
Symbol: A silver dragon with a book in its mouth on a dark blue rectangular field
Home Plane: Venya, 3rd layer of Mount Celestia
Alignment: Lawful Good
Portfolio: Knowledge, the future, guidance
Worshipers: Seers, good-aligned divine oracles, prophets of Erathaol
Cleric Alignments: LG, LN, NG
Domains: Fate, Generosity, Good, Knowledge, Law, Oracle, Time
Favored Weapon: Forewarned (Quarterstaff)

Erathaol is the guardian of those who seek the future and knowledge for a better tomorrow. He guides seekers of wisdom to what they need to find, even if it is not what they wanted to find. The transient sage who seeks greater mysteries yet leaves the blessings of wisdom may be one of his followers, as would a learned king that attempts to divine the future to ensure his kingdom follows a righteous path.

The Seer of Celestia takes a quiet, often unseen hand in aiding those who wish to learn. He understands that a trickle of knowledge given wisely can lead to a great blossoming of goodness - but that knowledge misunderstood, too much knowledge or knowledge given unwisely can result in catastrophe. Hand in hand with knowledge is the intelligence to understand knowledge and the wisdom to use it properly. That must be properly cultivated and Erathaol teaches how to improve the mind as well as the soul. They are also taught not to be stingy with knowledge, but wise and generous as prudent with it. There is no sin in secrets held for a good reason.

It must also be understood that there is a plan in place for everything and everyone. Fate is a real force, something that the seekers of wisdom are taught to understand - and it is up to them to accept the path before them and live up to it. Those who can peer in the future or who are wise enough to predict it are taught that this is only half the battle. The path to the holy mountain is a hard one that must be be lived up to.

Followers of Erathaol are rare. As one of the Hebdomad he rarely takes mortal worshipers, instead preferring to aid the worthy anonymously. His worshipers are largely made of archons and angels that serve him directly. As such, there is no typical dress or habits. When a mortal comes to venerate him he is tested three times. Each test is a chance to leave this path for the path of another worthy deity. Should the seeker be determined to follow Erathaol's path, a celestial servant is sent to meet the seeker and instruct him in the proper ways to follow the path of the Seer.

History/Relationships

Erathaol is an ancient power, one of the Hebdomad. It is not clear if he is the original Erathaol, but if he is not, he has held the position for eons. Since time forgotten to all but the oldest, he has performed his duties and aided mortals from his underwater library-fortress of Xiranthador.

Barachiel is a close friend of Erathaol. The two enjoy games of strategy and companionship together. Erathaol offers knowledge of the rare threats to Mount Celestia to Barachiel, who in turns aids Erathaol when he requires agents better suited to being a sharp sword than a guiding sage. In contrast, Domiel and Erathaol are not as close. Domiel is too aggressive for Erathaol's tastes and Erathaol too passive for Domiel. The two paragons still respect each other greatly and get along well, but a distance remains.

Pistis Sophia's meditations hold value to Erathaol, and he finds he does much of his best thinking wandering the foggy valleys of Solania. In spite of this, the two do not often meet. A figure of serene composure and another of future visions have little need to meet often, as one is always at perfect calm and understanding while the other can see ahead to when they do meet. Erathaol and Raziel are closer than their attitudes would suggest. Erathaol greatly values the healing Raziel provides and promotes, while Raziel has learned many times that knowledge is as powerful as a blade. Sealtiel is distant from Erathaol, yet the work together in silent tandem. The knowledge to guide souls along eventually leads to Sealtiel's lofty perch at the precipice of the light of Chronias.

Of all the Hebdomad, Erathaol has seen the most of Zaphkiel. He has seen the deepest of them and has glimpsed the truth of Chronias the closest. He understands what Zaphkiel is most keenly, facts that often occupy his thoughts. He has never spoken a word of this to another - for he knows that none can be ready to understand this truth until they ascend to Chronias.

Beyond the Hebdomad, Erathaol is a relatively isolated power. He is best known in the courts of deities that value knowledge as much as he does. He is on good terms with Oghma, Azuth and Sehanine Moonbow. The latter surprises many, but the Guardian of the Possibilities has a great respect for the elven deity's dreams and mysticism. The reasons why are obscure and lost to knowledge. In contrast, Erathaol has a surprising dislike of Mystra. He finds part of her portfolio distasteful, in spite of sharing the bonds of knowledge. Why this bothers him so in spite of getting along with beings such as the chaotic Sehanine Moonbow is unclear, but like his affinity for Sehanine Moonbow, the roots are lost to the ages.

Erathaol counts all of evil as his sworn enemy, as well as the chaotic and difficult to predict slaad. He has few immediate and obvious enemies, as his role is a guide and anonymous supporter rather than a direct threat. His true enemies are those who use knowledge to evil ends, such as Shar or Mephistopheles. His battles against evil are pawn against seeker and Erathaol avoids confrontations unless no other avenue exists.

Dogma

Seek the wisdom to find the path of the righteous. Forge this wisdom with the fires of a strong mind and the waters of learned wisdom. Understand that evil is relentless and the gifts of knowledge are the key to defeating it. Use your knowledge well, but remember it makes you no better than those who are not so well learned. Blessed be the teachers of goodly wisdom.

Clergy and Temples

Erathaol has no formal temples or clergy.

Astral Deva 46//Archivist 21/Cosmic Descryer 25

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 46d8+598 (966 hp)
Initiative: +26 (always goes first, always gains surprise)
Speed: 80ft, fly 240ft (perfect)
Armor Class: 87 (-1 size, +15 dex, +7 divine, +23 natural, +12 deflection, +7 insight, +14 armor)
Base Attack/CMB/CMD: +46/+61/112
Attack: Forewarned+73 (1d8+28)
Full Attack: Forewarned+73/+68/+63/+58 (1d8+28)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities.
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 61, immunity to acid, cold and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, lore, dark knowledge 10/day, lore mastery, superior planar summoning(+28 HD), naturalization(Baator, The Abyss, Limbo, Arborea, Pandemonium), enduring gate(8 days), cosmic connection 4/day, uncanny dodge.
Saves: Fort +52, Ref +61, Will +52 (+4 racial vs poison, +2 vs enchantment spells)
Abilities: Str 39, Dex 40, Con 36, Int 46, Wis 37, Cha 35
Skills: Appraise+74, Concentration+69, Decipher Script+76, Diplomacy+68, Forgery+74, Gather Information+68, Handle Animal+68, Knowledge(Arcana)+81, Knowledge(A&E)+79, Knowledge(Dungeoneering)+79, Knowledge(Geography)+79, Knowledge(History)+79, Knowledge(Local: Mount Celestia)+81, Knowledge(Local: Yalandir)+79, Knowledge(Nature)+79, Knowledge(N&R)+79, Knowledge(Planes)+81, Knowledge(Psionics)+79, Knowledge(Religion)+81, Listen+69, Profession(Sage)+69, Psicraft+74, Search+74, Sense Motive+69, Spellcraft+74, Spot+69, Survival+69, Tumble+71, Use Psionic Device+68, Use Rope+71
Feats: Improved Initiative(B), Words of Creation(B), Spell Focus(Conjuration)(1), Scribe Scroll(A1), Greater Spell Focus(Conjuration)(3), Augment Summoning(6), Empower Spell(9), Twin Spell(A10), Archivist of Nature(12), Maximize Spell(15), Master of Knowledge(18), Delay Spell(A20), Draconic Archivist(30), Quicken Spell(33), Repeat Spell(39), Easy Metamagic(Quicken Spell)(42)
Epic Feats: Epic Spell Focus(Conjuration)(21), Epic Spell Capacity(24), Improved Metamagic(CD5), Epic Master of Knowledge(27), Intensify Spell(CD10), Great Ability(Intelligence)(36), Enhance Spell(CD15), Improved Metamagic(CD20), Specialized Metamagic(Quicken Spell)(45), Spell Stowaway(Miracle)(CD25)
Salient Divine Abilities: Automatic Metamagic(Empower Spell), Automatic Metamagic(Maximize Spell), Automatic Metamagic(Twin Spell), Clearsight, Divine Precognition, Divine Summoner, Extra Domain(Fate), Extra Domain(Oracle), Extra Domain(Time), Know Secrets, Power of Truth, Supreme Initiative
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Erathaol casts as a 46th level cleric with access to the Fate, Generosity, Good, Knowledge, Law, Oracle and Time domains.

Change Shape (Su)

Erathaol can assume the form of any Small or Medium humanoid or animal.

Lore (Ex)

Erathaol is a mater of knowledge far and wide. He is treated as having bardic knowledge as a 46th level bard (total modifier of +64). He may take ten on this roll, unlike mortal bards.

Aura of Menace (Su)

DC 52 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Erathaol's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Erathaol may call up to 46 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Erathaol.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil. At will-aid, augury, bestow curse, blade barrier, calm emotions, clairaudience/clairvoyance, commune, contingency, deathwatch, detect secret doors, detect thoughts, dictum, discern lies, dispel chaos, dispel evil, divination, find the path, foresight, freedom of movement, geas/quest, gentle repose, greater plane shift, greater prying eyes, greater scrying, greater teleport, guards and wards, haste, hold monster, holy aura, holy smite, holy word, identify, legend lore, magic circle against chaos, magic circle against evil, mark of justice, mind blank, order's wrath, permanency, protection from chaos, protection from evil, prying eyes, scrying, shield of law, shield other, status, summon monster 9 (lawful good creatures only), teleport object, time stop, true seeing, true strike, vision. Caster level 46th, caster level 47th for good or lawful spells. The save DCs are 39 + spell level.

Alter Reality (Su)

Erathaol exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Erathaol can use limited wish when doing so can help him promote wisdom for the future, knowledge and the glory of Mount Celestia. Note that in the situation where Erathaol and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Erathaol may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Fate: Gain uncanny dodge.
Generosity: 7/day maximize any conjuration(healing) you cast.
Good: +1 caster level to good spells.
Knowledge: +1 caster level to divinations.
Law: +1 caster level to lawful spells.
Oracle: +2 caster level to divinations.
Time: Improved initiative as a bonus feat.

Divine Aura (Ex)

The save DC against Erathaol's divine aura is 29 and the radius is 700ft.

Immunities: Erathaol is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Erathaol is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Erathaol gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Erathaol does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Erathaol can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Erathaol can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as the person's inner voice speaking aloud. In this case, anyone within earshot of the sound can hear it.

Create Items: Erathaol can create any wondrous item with power related to divination and wisdom; the maximum is 30,000 gold.

Portfolio Sense: Erathaol is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Archivist powers:
Spoiler: ShowHide


Erathaol casts as a 44th level archivist. He has knowledge of any spell with the good or lawful descriptor, summonings, divinations and spells relating to time.

Dark Knowledge (Ex)

Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics

The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

Puissance

Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe

Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret

By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge

Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Lore Mastery (Ex)

Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.


Cosmic Descryer powers:
Spoiler: ShowHide


Superior Planar Summoning (Ex)

Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4.

Naturalization (Ex)

Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited. She chooses a plane she has visited. While on that plane, she is treated as being a native of that plane. She is immune to the natural conditions and traits of that plane unless she chooses otherwise. She may use her own alignment or the alignment of the plane (if any) for effects that target while on the plane. For example, a neutral evil cosmic descryer who chooses Arborea could have her alignment count as good and chaotic or evil for effects. She may choose which applies to her for each effect. At 7th level and every 5 levels thereafter, the cosmic descryer may choose another plane to gain these benefits on.

Enduring Gate (Su)

Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

Cosmic Connection (Su)

At 4th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 10 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.


Gear:
Spoiler: ShowHide


Forewarned

This quarterstaff is ivory white and looks slender, delicate and well made. One end tapers to ribbed tips and the other to a feathery end that vaguely resembles a mace. It is said this weapon is a paradox, taken from a time that no longer exists or ever existed. It is said to have knowledge of what could have been and what may come to be. It is said that it is the key to all the knowledge of Celestia and perhaps even the glorious realm of Chronias.

Forewarned functions as a quarterstaff+7. It grants Erathaol guidance to what is about to happen, granting him a +7 insight bonus to armor class and reflex saves. It has the ability to cast spells as a staff of divination and a staff of planar might. All spells cast this way are treated as quickened (even if the spell would normally have a casting time too long for quickening) and extended. Forewarned has unlimited charges.

Chronos Sapientia

Erathaol favors rich blue and purple robes, inlaid with arcane runes stitched with silver thread and sewn with pearls. These robes are a creation of his own, made through seven centuries of devoted spellcasting and invocations.

Chronos Sapientia grants a +14 armor bonus to armor class. It allows Erathaol to take a normal round's actions during a surprise round instead of only a standard action. This ability extends to any allies within 70ft of Erathaol that are also acting in the surprise round. Chronos Sapientia grants full immunity to any spell that would slow or stop Erathaol, such as slow, temporal stasis or time stop. Any time stop or similar effect cast within Erathaol's presence may be negated or Erathaol may choose to act normally during the effect. If he chooses to act normally, the two are able to fully affect each other while the time stop is active.

Contingency

Erathaol always has a special contingency active. It triggers when he is reduced to 25% or fewer hit points. Erathaol is targeted with a heal spell, except that it restores 700 hit points. He is targeted by a focused superb dispelling, except that it only affects spells of Erathaol's choice. Finally, 7 maximized and empowered summon monster 9 spells are immediately cast. Treat these as being cast by Erathaol. He may choose the creatures summoned and they act immediately.


Custom Material:
Spoiler: ShowHide


Epic Master of Knowledge [Epic]
Prerequisite: Master of Knowledge, int 23
Benefit: You gain a +4 bonus to all knowledge checks. This stacks with the bonus from master of knowledge, skill focus and other such bonuses.

DIVINE PRECOGNITION
Prerequisites: Divine Rank 6, Supreme Initiative, Time Domain
Benefit: The deity is able to see into the immediate future, allowing them to react before a deed is committed. The deity is allowed a surprise round before any normal combat begins. The deity cannot be surprised and may act in a surprise round. In a battle where more than one deity has this ability, they all act in the surprise round.

DIVINE SUMMONER
Prerequisites: Able to cast summon monster 9 or summon nature's ally 9, Augment Summonings
Benefit: The creatures the deity summons with spells and spell-like abilities are empowered above normal creatures. They gain a sacred (if the deity is good or neutral) or profane (if the deity is evil) bonus to strength and constitution equal to the deity's divine rank. The deity may summon creatures as a standard action instead of a full round or one round action.


Sample Summon: [spoiler]

Note that Erathaol usually summons 7 of these (maximized empowered summon monsters) per spell. All the boosts from Erathaol are factored in.

Erathaol summon 1: 46 HD T-Rexes

Size/Type: Huge Animal
Hit Dice: 46d8+506+46+276 (1035 hp)
Initiative: +1
Speed: 40ft
Armor Class: 14 (-2 size, +1 dex, +5 natural)
Base Attack/CMB/CMD: +34/+57/68
Attack: Bite+53 (3d6+31)
Full Attack: Bite+53/+48/+43/+38 (3d6+31)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole.
Special Qualities: Low-light vision, scent.
Saves: Fort +31, Ref +21, Will +16
Abilities: Str 53, Dex 12, Con 33, Int 2, Wis 15, Cha 10
Skills: Spot+51, Survival+51
Feats: Run(1), Toughness(3), Improved Natural Attack(Bite)(6), Track(9), Power Attack(12), Rapidstrike(15), Improved Rapidstrike(18), Improved Bull Rush(21), Awesome Blow(24)
Epic Feats: Great Ability(Strength)(27), Epic Toughness(30), Great Ability(Strength)(33), Epic Toughness(36), Pulverize(39), Great Ability(Strength)(42), Epic Toughness(45)
Alignment: Lawful Good
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#64
The only change from canon is that Pistis Sophia also represents the power of the mind and psionics. Self perfection leads to that path; in spite of that, she is one of the few powers in Creation that deal with psionics at all. She mostly stands on her own merits and is self-sufficient.

Oh, it's worth noting that the various divine rules changes I mentioned in B1 prep aren't in use here. I used the stock template rather than bolting on half finished houserules. It shouldn't be hard to go back and change this if I ever need to.

One could make some cutting remarks that the one woman in the Hebdomad is barely a woman and is completely sexless and chaste. I'm not the type to, though if I had to do it I'd design at least one full woman in the Hebdomad.


Pistis Sophia
The Ascetic, Lady of Unhidden Truths
Fourth of the Hebdomad
Symbol: A white field banner
Home Plane: Solania, 4th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Ascetism, purity, truth, psionics
Worshipers: Monks, truthseekers, psionic-users
Cleric Alignments: LG, NG
Domains: Celestial, Chastity, Good, Law, Meditation, Mind, Truth
Favored Weapon: Unarmed Strike

Throne Archon 56//Monk 56

Size/Type: Large Outsider (Archon, Good, Lawful, Psionic)
Divine Rank: 14
Hit Dice: 56d8+1120 (1568 hp)
Initiative: +32
Speed: 260ft, fly 420ft (perfect)
Armor Class: 109 (-1 size, +18 dex, +14 divine, +29 natural, +17 deflection, +20 wis, +11 monk, +1 dodge)
Base Attack/CMB/CMD: +56/+72/162
Attack: Unarmed Strike+100 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Full Attack: Unarmed Strike+100/+100/+100/+100/+95/+90/+85 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Psionics, spell-like abilities, penitentiary gaze, ki strike(epic, lawful, adamantine), stunning fist 56/day(DC 80, +2 DC and staggered +1 round vs evil), divine blast 20/day (31d12), smite evil 14/day.
Special Qualities: Damage reduction 45/anarchic, epic, evil, slashing and silver, spell resistance 71, immunity to acid, cold, electricity, fire, petrification and sonic, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, improved evasion, slow fall(any), purity of body, wholeness of body(112 hp), diamond body, abundant step, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body.
Saves: Fort +75, Ref +74, Will +75 (+4 racial vs poison, +2 vs enchantment)
Abilities: Str 40, Dex 46, Con 51, Int 52, Wis 50, Cha 45
Skills: Autohypnosis+93, Balance+91, Climb+88, Concentration+93, Diplomacy+96, Escape Artist+91, Gather Information+94, Handle Animal+90, Heal+93, Hide+91, Intimidate+94, Jump+180, Knowledge(All)+94, Listen+93, Move Silently+91, Psicraft+94, Ride+91, Search+94, Sense Motive+121, Spot+93, Survival+93, Swim+88, Tumble+91
Feats: Words of Creation(B), Combat Reflexes(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Ability Focus(Stunning Fist)(3), Touch of Golden Ice(6), Improved Disarm(M6), Improved Natural Attack(9), Sanctify Ki Strike(12), Fist of the Heavens(15), Holy Ki Strike(18), Intuitive Attack(24), Jaela's Gambit(27), Psionic Fist(36), Greater Psionic Fist(39)
Epic Feats: Exceptional Deflection(B), Infinite Deflection(B), Keen Strike(B), Reflect Arrows(B), Righteous Strike(B), Epic Manifesting(21), Improved Stunning Fist(M23), Blinding Speed(M26), Improved Stunning Fist(M29), Improved Intuitive Attack(30), Improved Stunning Fist(M32), Epic Ability Focus(Stunning Fist)(33), Improved Stunning Fist(M35), Improved Stunning Fist(M38), Improved Stunning Fist(M41), Epic Disarm(42), Energy Resistance(Fire)(M44), Psionic Crush(45), Energy Resistance(Electricity)(M47), Multiaction(48), Energy Resistance(Sonic)(M50), Holy Strike(51), Improved Stunning Fist(M53), Epic Reputation(54), Improved Stunning Fist(M56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Battlefield Decimation Strike, Clearsight, Divine Blast, Divine Blessing(Intelligence), Divine Blessing(Wisdom), Divine Celerity, Divine Monk, Divine Shield, Extra Domain(Celestial), Extra Domain(Meditation), Extra Energy Immunity(Electricity), Extra Energy Immunity(Fire), Extra Energy Immunity(Sonic), Increased Damage Reduction, Mass Divine Blast, Power of Truth, Strike of Humility, Sunder and Disjoin
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide



Pistis Sophia manifests as a 56th level psion. She has access to the psychometabolism and telepathy disciplines. 

Power points: 2749

[1 pp]1: Call to Mind, Force ScreenA, Inertial ArmorA, Offensive PrecognitionA, Offensive PrescienceA, VigorA
[3 pp]2: Constrictor's Touch, Empathic TransferA, Swarm of CrystalsA, Zone of AlertnessA
[5 pp]3: Heavy EarthA, Hostile Empathic TransferA, TouchsightA
[7 pp]4: Empathic FeedbackA, Psionic Freedom of Movement, Telekinetic ManeuverA, Trace TeleportA
[9 pp]5: Celestial ConduitA, Crystal Body, Ectoplasmic Shambler, Mind Probe
[11 pp]6: Psionic DisintegrateA, Psionic Restoration, PsychometryA
[13 pp]7: Divert Teleport, Energy WaveA, Psionic Moment of Prescience
[15 pp]8: Psionic Mind Blank, Matter Manipulation, True Metabolism
[17 pp]9: Affinity Field, Psionic Etherealness, Psionic HealA, Timeless Body 2
[21 pp]10: 3
[24 pp]11: 3
[27 pp]12: 3
[30 pp]13: 3
[33 pp]14: 3
[36 pp]15: 3
[39 pp]16: 3
[42 pp]17: 3
[45 pp]18: 3
[48 pp]19: 3
[51 pp]20: 3
[54 pp]21: 3

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of Pistis Sophia that meets her eyes must succeed on a Will saving throw (DC 55) or temporarily fall under her influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack Pistis Sophia) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Pistis Sophia can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral: The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral: Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 30 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 60 points of damage.

Aura of Menace (Su)

DC 62 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Pistis Sophia's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Pistis Sophia may call up to 56 hit dice of archons or lawful good angels three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Pistis Sophia.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil. At will-aid, antimagic field, astral projection, blessed sight, blade barrier, brain spider, break enchantment, call faithful servants, calm emotions, comprehend languages, consecrate, detect thoughts, dictum, discern lies, dispel evil, dispel evil, find the path, force shapechange, gate, greater plane shift, greater teleport, heavenly lightning, heavenly lightning storm, hold monster, holy aura, holy smite, holy word, illusion purge, interposing hand, lesser planar ally, lesser restoration, lesser telepathic bond, locate object, magic circle against chaos, magic circle against evil, magic vestment, mass true seeing, mind blank, order's wrath, owl's wisdom, probe thoughts, protection from chaos, protection from evil, repulsion, see invisibility, shield of faith, shield of law, spell immunity, spell resistance, summon monster 9 (lawful good only), telepathic bond, tongues, true seeing, vision, vision of heaven, weird, zone of truth. Caster level 56th, caster level 57th for good or lawful spells. The save DCs are 51 + spell level.

Alter Reality (Su)

Pistis Sophia exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Pistis Sophia can use wish when doing so can help her promote truth, revelations, purity and the glory of Mount Celestia. Note that in the situation where Pistis Sophia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Pistis Sophia may cast any cure wounds spell as a standard action. She may apply any metamagics to this that she pleases. The spell cannot be higher than ninth level.

Domain powers:
Celestial: Smite evil 1/day, +4 to hit and +28 to damage.
Chastity: 14/day dispel a single spell on you as if by dispel magic with a +56 modifier.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Meditation: 14/day add empower to a spell for free.
Mind: +2 bluff, diplo and sense motive checks.
Truth: +1 divinations caster level, +26 bonus to sense motive.

Divine Aura (Ex)

The save DC against Pistis Sophia's divine aura is 41 and the radius is 14000ft.

Immunities: Pistis Sophia is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Pistis Sophia is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Pistis Sophia gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Pistis Sophia does not automatically fail on a natural attack roll or saving throw roll of 1. She automatically receives a 20 on any check she makes.

Communication: Pistis Sophia can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within fourteen miles of herself.

Remote Communication: As a standard action, Pistis Sophia can speak to any of her own worshipers, and to anyone within ten miles from a site dedicated to her, or within ten miles from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as her calm, clear natural voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Pistis Sophia can create any wondrous item with power related truth or purity; the maximum is 200,000 gold.

Portfolio Sense: Pistis Sophia is aware of any act of ascetism, truth, purity or of the power of the mind.


Monk powers:

Gear:
Spoiler: ShowHide


Pistis Sophia wears nothing and carries no gear with her. Her unarmed strikes are treated as having a +10 enhancement bonus due to her Divine Monk salient divine ability.


Custom Material: [spoiler]
Ascetic's Awakening
Psychometabolism [Good]
Level: ?
Display: Mental, Visual
Manifesting Time: 1 round
Range: Touch
Target: Non-evil mortal touched
Duration: 1 min/level
Power Points: TBD

You evoke a direct connection to the foggy hills of Solania and expose the target to the glory of Pistis Sophia. This causes the target to undergo an immediate metamorphosis. The target's skin becomes sky blue as they become vaguely feminine in features. They are possessed by a powerful calm and appear completely serene. The target is immune to effects that would induce negative emotions within her, such as fear, rage, crushing despair or similar effects. In addition to this, Ascetic's Awakening grants the following benefits to the target.

- +4 insight bonus to all ability scores.
- A +7 insight bonus to armor class.
- True seeing, as per psionic true seeing.
- The target gains the following powers as psi-like abilities with a manifester level equal to his hit dice: Constrictor's Touch, Empathic Transfer, Celestial Conduit, Psionic Heal and Timeless Body. Each ability may only be used once for the duration of this power.

This power is taxing on the target. They are exhausted once the duration expires.

For the sake of this ability, a mortal is any creature that is not an outsider, undead, elemental, construct or fey.

Mistdawn Crystal
Metacreativity (Creation)
Level: ?
Display: Auditory, Material and Visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Crystal shard
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: No
Power Points: TBD

When you manifest this power, a sleek and sharp crystal shard appears in your hand. It appears to be a misty white with rays of yellow sunshine peeking through. You throw it at a target in range, this requires a ranged touch attack roll. A creature struck by the Mistdawn Crystal takes xd6+x points of piercing damage. The creature struck must make a Will save. Failure results in them finding themselves in a misty mountain valley. They may wander as they please, but are unable to escape the valley by any means. In truth the creature is trapped in a mental prison and is treated as blinded. While the creature's vision is fooled, their other senses are unaffected. This blindness is not normal blindness but a form of mental delusion and is thus not subject to cure blindness/deafness or similar cures. A creature so afflicted is permanently blinded unless they receive the benefits of a wish, miracle or reality revision spell or power.

Augment

For every additional power point you spend, this power's damage increases by 1d6+1.
For every 2 additional power points you spend, this power's save DC increases by 1.

Psionic Heal
Psychometabolism (Healing)
Level: Egoist 9
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance Yes (harmless)
Power Points: 17

Psionic Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 170 hit points.

Psionic Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

Augment

For each additional power point you spend, the hit points recovered by this spell increase by 10.

Improved Intuitive Attack [Epic, Exalted]
Prerequisite: Intuitive Attack, wis 19
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on weapon damage rolls.

Psionic Crush [Epic, Psionic]
Prerequisite: Greater Psionic Fist, str 21, base attack bonus+21
Benefit: When you use your psionic fist feat, you also deal damage to the target's power point reserve. They take damage to their power point reserve equal to the damage the attack dealt. For example, an attack that deals 50 points of damage also deals 50 points of power point damage.

BATTLEFIELD DECIMATION STRIKE
Prerequisite: Divine Celerity, Divine Monk
Benefit: As a standard action, the deity may make a single melee attack against all creatures within its movement range. The deity does not provoke attacks of opportunity to do so, nor does the deity seem to move. This is resolved as one attack, hitting and missing different creatures as normal. The deity may exclude creatures as she sees fit.

STRIKE OF HUMILITY
Prerequisite: Sunder and Disjoin, Divine Monk, Truth Domain
Benefit: Pistis Sophia is capable of destroying the symbols of greed and insecurity she rejects. As a standard action, Pistis Sophia may make a single melee attack against a target. If this attack successfully deals damage, the target must make a Fortitude save (DC 10 + 1/2 hit dice + Wis modifier + divine rank; DC 71). If the Fortitude save is failed, all equipment, magical items, clothing and gear on or being used by the target are treated as being disintegrated. Any illusory effects on the target are dispelled and the target is forced into its natural form if it is not already in it. Artifacts are not subject to being destroyed by Strike of Humility. Pistis Sophia must succeed on an opposed rank check to affect another deity with this ability. A Strike of Humility may also be a Stunning Fist attempt. Resolve the Strike of Humility and any destroyed equipment before the Stunning Fist attempt.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#65
Raziel is a fiery crusader and also a patron of healing. I like that the Hebdomad's grand crusader also sees to the injured and maimed after the crusades. This addition to his flavor is based on the BoED mentioning him seeing to hospitals within Mertion.

Raziel
The Firestar, Great Father of Crusades
Fifth of the Hebdomad
Symbol: A field of fire with a horizontal longsword in the middle
Home Plane: Mertion, 5th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Holy war, crusades, restoration of warriors, purification through fire
Worshipers: Paladins, fists of Raziel, good-aligned warriors, healers
Cleric Alignments: LG, NG
Domains: Courage, Fire, Good, Healing, Law, Protection, War, Zeal
Favored Weapon: Holy Crusader (Longsword)

Solar 58//Paladin 58

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 14
Hit Dice: 58d10+1276 (1856 hp)
Initiative: +29
Speed: 80ft, fly 240ft (perfect)
Armor Class: 125 (-1 size, +15 dex, +14 divine, +31 natural, +21 deflection, +19 armor, +16 shield)
Base Attack/CMB/CMD: +58/+80/140
Attack: Holy Crusader+107 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit(DC 60 Fort) 17-20 x3)
Full Attack: Holy Crusader+107/+102/+97/+92 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit(DC 60 Fort) 17-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil/chaos 18/day, turn undead 28/day (28d6 plus 3d6, DC 58), divine blast 24/day (35d12).
Special Qualities: Damage reduction 40/anarchic, epic, evil and silver, spell resistance 73, immunity to acid, cold, electricity, fire and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, low-light vision, regeneration 114, divine traits, detect evil, divine grace, lay on hands(1218 hp), aura of courage, divine health, special mount, remove disease 18/week, firesense 140ft.
Saves: Fort +102, Ref +95, Will +99 (+4 racial vs poison)
Abilities: Str 52, Dex 41, Con 54, Int 48, Wis 48, Cha 52 
Skills: Appraise+94, Balance+90, Concentration+97, Diplomacy+100, Escape Artist+90, Handle Animal+96, Heal+94, Intimidate+100, Knowledge(All)+94, Listen+94, Perform(Oratory)+100, Perform(Song)+100, Profession(Healer)+94, Profession(General)+94, Ride+90, Search+94, Sense Motive+94, Spellcraft+94, Spot+94, Survival+94, Use Magic Device+96
Feats: Weapon Focus(Longsword)(B), Words of Creation(B), Axiomatic Smite(1), Power Attack(3), Battle Blessing(6), Resounding Blow(9), Quell the Profane(12), Divine Might(15), Divine Shield(18), Awesome Smite(24), Divine Defiance(27), Improved Critical(Longsword)(30), Combat Reflexes(33), Extra Turning(36), Purify Spell(39), Consecrate Spell(42), Holy Warrior(45), Imbued Healing(48), Exalted Turning(51), Empower Turning(54), Quicken Turning(57)
Epic Feats: Great Smiting(B), Improved Aura of Courage(B), Widen Aura of Courage(B), Epic Spell Capacity(21), Epic Reputation(P23), Crush Demon(P26), Holy Strike(P29), Spectral Strike(P32), Overwhelming Critical(P35), Devastating Critical(P38), Axiomatic Strike(P41), Epic Divine Might(P44), Persistent Divine Might(P47), Armor Skin(P50), Enhance Mount(P53), Planar Turning(P56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Automatic Metamagic(Purify Spell), Battlesense, Divine Armor Mastery, Divine Blast, Divine Fire Mastery, Divine Paladin, Elemental Might(Fire), Divine Shield, Extra Domain(Courage), Extra Domain(Healing), Extra Domain(War), Extra Energy Immunity(Electricity), Gift of Life, Lay Quest, Mass Divine Blast, Sunder and Disjoin, Wound Enemy
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Raziel casts as a 58th level cleric with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains.

Regeneration (Ex)

Raziel takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Aura of Menace (Su)

DC 67 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Raziel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Raziel may call up to 58 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Raziel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, antimagic field, blade barrier, bless, burning hands, calm emotions, cloak of bravery, commune, consecrate, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dismissal, dispel chaos, dispel evil, divine power, elemental swarm(fire only), fire seeds, fire shield, fire storm, flame strike, foresight, greater cloak of bravery, greater dispel magic, greater heroism, heal, helping hand, heroes feast, heroism, hold monster, holy aura, holy smite, holy word, incendiary storm, lion's roar, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, miracle, order's wrath, power word blind, power word stun, prismatic sphere, produce flame, protection from chaos, protection from energy, protection from evil, regenerate, remove fear, repulsion, resist energy, sanctuary, shield of law, shield other, spell immunity, spell resistance, spiritual weapon, summon monster 9(lawful good only), valiant fury, wall of fire. Caster level 58th, caster level 59th for good, healing or lawful spells. The save DCs are 55 + spell level.

Alter Reality (Su)

Raziel exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways. Raziel can use wish when doing so can help him promote crusades, holy war and the glory of Mount Celestia. Note that in the situation where Raziel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

Raziel may cast any cure wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:

Courage: +4 morale vs fear aura for allies. (Obsolete with aura of courage)
Fire: Turn water creatures 24/day.
Good: +1 caster level to good spells.
Healing: +1 caster level to healing spells.
Law: +1 caster level to lawful spells.
Protection: 14/day, touch and grant +29 resistance bonus to next save.
War: Free weapon focus(longsword).
Zeal: Take 20 14/day without increasing time needed.

Divine Aura (Ex)

The save DC against Raziel's divine aura is 45 and the radius is 14000ft.

Immunities: Raziel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Raziel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Raziel gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Raziel does not automatically fail on a natural attack roll or saving throw roll of 1. She automatically receives a 20 on any check she makes.

Communication: Raziel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within fourteen miles of himself.

Remote Communication: As a standard action, Raziel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as her the voice of a figure that inspires courage in the creature. In this case, anyone within earshot of the sound can hear it.

Create Items: Raziel can create any wondrous item with power related crusades, war or healing; the maximum is 200,000 gold.

Portfolio Sense: Raziel is aware of any act of holy war, protection or fiery purification.


Paladin powers:
Spoiler: ShowHide


Raziel casts as a 58th level paladin with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).


Gear:
Spoiler: ShowHide


Holy Crusader

This cold iron longsword is said to be forged from iron harvested from souls liberated from Dispater's Iron Tower, quenched in the headwaters of the River Oceanus and left to lie in the light of Chronias for seven centuries. More knowledgeable sources know that this is a subtle lie put forth by Cyric. Higher ranking archons go to considerable lengths to discredit this lie whenever they find it. Moreover, servants of Dispater treat it with scorn and seek to correct this falsehood - as well as the servants of Bane, for reasons that are unclear but likely tie into the shared disdain the two deities hold for one another. The reasons behind this lie are unknown and Cyric has done nothing to acknowledge it.

The truth is that Holy Crusader is one of two twin blades. At the dawn of time, Tyr and Raziel sought weapons suitable for the first paladins - themselves. It is said that the two journeyed far and wide, seeking the holiest of holy places. In time they saw much and found many sacred swords, but none were right. No sword seemed worthy or right in their hands. Raziel grew wrathful as the search continued, yet Tyr stayed calm. The Maimed God instead sat down and focused his mind. Softly he called for Raziel to join his will with Tyr's own. Together they focused their sacred vows into material form. From this two blades were created, Justicar and Holy Crusader. Justicar is a sword of justice, dedicated to upholding all that is right in Creation. Tyr claimed this blade for his own. Holy Crusader is a sword of crusades, the summation of the Holy Mountain's will to defeat the hordes of evil. Raziel claimed this blade for his own and it has been at his side ever since.

It is known that holy avengers and holy devastators are patterned on the two blades. Indeed, it is said that both swords can give birth to these weapons, though the details of this are unclear and likely tied to the powers of the two deities.

Holy Crusader is a cold iron longsword+14, holy power and axiomatic power. It grants spell resistance 70 and damage reduction 21/epic and evil to all allies within 70ft. As a free action once per round, Raziel may use it to cast greater dispel magic with a +58 check modifier. At Raziel's option, any time a spell with the evil descriptor is dispelled by Holy Crusader, the creature the spell was cast on is consumed by holy flames. These flames deal 1d6 points of damage per level of the spell dispelled. Spells not cast on creatures do not trigger this ability.

Majesty

Raziel wears a majestic mithral breastplate into battle. It is red with a black stripe down the center and carved with tiny reliefs of angels. This armor's originates from the forges of Jovar and was forged by a legendary celestial. Accounts differ on which celestial gave form to this armor. The most commonly mentioned are Sealtiel, Eblis and Torm are all suggested. Strangely enough, Lliira's name occurs as well. Why isn't clear, as she has no ties to Mount Celestia nor any reason to create such an artifact. In reality, no one angel created Majesty. In fact, no angel had a role in forging it.

In truth, righteous paladins and heroes are known to come visit the Firestar for council. When each paladin first met Raziel, he would take them to an unremarkable lump of mithral. He would invite them each to strike it with a forge hammer and anoint with with holy waters from the healing springs of Mertion, all while telling of their heroic deeds and what they sought wisdom for. After 77,777 years and the stories of 77,777 paladins had been told Raziel took the beaten lump to his chest. It spread out over his body, forging itself into Majesty. It is armor tempered in the hard won wisdom and glories of legendary paladins.

Majesty is a mithral breastplate+14. The stories that forged the armor created an absolute belief within it that Good would never falter and always triumph. Attacks, spells and abilities that count as evil, have the evil descriptor or are otherwise powers of darkness only have half potency against Raziel. He only takes half damage, the duration of negative effects is halved, penalties are halved and so on. The blessings of healing water and the promises of redemption told in the stories empower the armor further, tripling Raziel's rate of regeneration while worn.

Raziel's Shield

This nameless shield is enchanted with potent protective magics. It seemingly has no story to it beyond simply being Raziel's shield. If this is a story of its own or if there is a story to it is not known. In any case, it functions as a heavy steel shield+14.


Custom Material: [spoiler]

Axiomatic Strike [Axiomatic, Epic]
Prerequisite: Axiomatic Strike, cha 25
Benefit: Any weapon you wield is treated as an axiomatic weapon (is lawfully-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability stacks with similar abilities.

Epic Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, you deal twice your charisma modifier as bonus damage.

Persistent Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, it lasts for a number of rounds equal to your charisma modifier.

Enhance Mount [Epic]
Prerequisite: Special Mount
Benefit: Your special mount gains a +2 bonus to strength and constitution, as well as a +1 bonus to attack rolls and armor class.
Special: You may select this feat more than once. Its effects stack.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#66
If you want basic information on the Red Knight, go read her Faiths and Pantheons writeup. Better yet, dig up the 2nd edition's Powers and Pantheons. The writeup in there is an expanded version of the 3rd edition writeup. I'll be touching on a few more points of interest for her.

Demons

Yes, demons hate everyone and everything. They have an infinite capacity to hate, loathe and despise. Yet when the Red Knight comes up, they seem to find new and exceedingly vitriolic ways to hate. Demons consider the Red Knight to be nothing more than a whorish devil, an erinyes playing at being a warrior. The constant plans, strategies and tactics are indistinguishable from diabolic tactics in the Blood War to the typical demon. Her early crusade against Balum cemented this opinion and it has not changed in the eons since then. The Red Knight cares little for their hate, instead aiding those who use sound tactics and strategy against demons.

She has particular strife with Fraz Urb'Luu, Demon Prince of Deception. The cause for this hatred is unclear, but it is generally accepted that the Red Knight initiated hostilities. She has been silent on the cause of it, as have the auguries and divinations. Fraz Urb'Luu's skill at deception and lies is not automatically opposed to the Red Knight; in fact, lies and deceptions are a part of skilled warfare. As such, some greater plan is assumed by the sages. Perhaps the defeat of Fraz Urb'Luu will grant the Red Knight greater dominion on this aspect of warfare.

Devils

It's inconceivable for a devil to pay homage to any force beyond the Lords of the Nine or the Peerages of Hell. Devils are wholly consumed with the perfect iron order of Baator. In spite of this, many older and wiser devils deeply respect the Red Knight. As the goddess of planning and tactics, she represents the essence of Baator's warplans against the Abyss. Her defeat of the Demon Lord Balum is worthy of praise, moreso as several devils participated in the Red Knight's crusade. These devils did nothing but laud the Red Knight's skills during debriefing, something that did not go unnoticed by Hell's hierarchy. While many view her as ethically soft and misguided, none disrespect her skills.

It's worth noting that the Dark Eight have several schemes to both draw the Red Knight to lawful evil and have her supplant Tempus as the God of Warfare. Such would be a tremendous boon to Baator and a cosmic approval of their tactics over the hordes of the Abyss. The Red Knight is naturally aware of these plans and quietly foils them. While the Red Knight appreciates many of the diabolical plans and battles of the Blood War, she has no interest in serving Baator. She finds the efforts of the Dark Eight offensive - and has once made her displeasure known to a previous Zapan, who did not survive his chastisement. That the Red Knight slew this Zapan is not known to the Dark Eight, and thus their schemes continue.

It is said that Asmodeus and the Red Knight are both aware, and aware that they are aware, and making contingency plans about the other being aware that they are aware...and so forth and so on. Asmodeus would indeed like to make her bend the knee to him, but is content to leave her unchallenged. In the event Tempus is ever destroyed or dethroned, the Red Knight taking over would be to order's advantage, even if she makes no further move towards Baator. In truth, both are aware of each other's plans for each other and make countermeasures accordingly. Though neither would easily admit it, they find it an enjoyable past time. In the rare cases that a devil comes to venerate the Red Knight, the two engage in a grand game of chess with the offending devil as the prize.

Gond

Gond is no warrior, but the Red Knight cultivates a warm relationship with him. After all, what strategist does not dream of a new weapon to decimate their foes? She seeks to harvest the stable creations of the Wonderbringer and apply them to practical warfare. Likewise, Gond sees this as a chance for practical field testing for many of his inventions. As such, they get along well - with the one proviso that the Red Knight does not spread the means of creating his new works without his permission.

Sune

Tempus finds Sune to be a flighty and unworthy foe, even if what she represents is at odds with war. It can be safely said that the Red Knight agrees with this. While her heart is not made of stone and lead, she is strident in her disdain of Sune. This exceeds the quiet disregard that Tempus holds for Sune and is an active dislike. She has spoken out against Lady Firehair on more than one occasion, cold, calm and venomous in her words. In return, Sune freely implies and states that the Red Knight is a frigid woman who has filled her heart with steely armor, and hates her because she is afraid of her own beauty and femininity.

There is a grain of truth to Sune's accusations. In many cultures women do not serve as warriors, but instead only chase past-times that Sune would approve of. The Red Knight has seen many promising warriors, generals and commanders lost due to never having a chance to realize their talent. This cements the Lady of Strategy's disdain for Sune, as often the stereotypical female role robs warfare of capable generals. But the large majority of her disdain does come from simply representing incompatible ideals - that and the fact the Red Knight is not willing to ignore her like Tempus.

Waukeen

The Golden Lady and the Red Knight are strange friends on first glance. War disrupts commerce; dead customers can buy nothing more. In spite of this, both have learned to appreciate how they compliment each other. War is good for business and can clear away stagnant economic conditions, serving as a panacea and setting up periods of prosperity in the aftermath. Likewise, an army is tied to its logistical chain, and merchants can enhance and ease logistics. Far better to be on good terms with them than have them oppose your army - even if it takes opening the purse strings. As a result, both powers have been known to work together when it is to their advantage. They often disagree and have mismatching temperaments, but they endure and have formed a genuine friendship.

The Red Knight
The Lady of Strategy, the Grandmaster of the Lanceboard
Demigoddess
Symbol: Red knight chess piece with stars for eyes
Home Plane: Warrior's Rest
Alignment: Lawful Neutral
Portfolio: Strategy, planning, tactics
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Cleric Alignments: LE, LG, LN
Domains: Competition, Law, Nobility, Planning, War
Favored Weapon: Checkmate (Longsword)

Marshal 37//Fighter 10/Tactical Soldier 27

Size/Type: Medium Outsider (Lawful)
Divine Rank: 4
Hit Dice: 35d10+555 (925 hp)
Initiative: +26
Speed: 60ft, fly 200ft (perfect)
Armor Class: 89 (+10 dex, +4 divine, +19 natural, +11 deflection, +12 insight, +14 armor, +9 shield)
Base Attack/CMB/CMD: +37/+60/116
Attack: Checkmate+74 (1d8+34 plus 4d6 on crit 17-20 x3)
Full Attack: Checkmate+74/+69/+64/+59 (1d8+34 plus 4d6 on crit 17-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, offensive strike, unbalancing blow, reciprocal strike.
Special Qualities: Damage reduction 20/bludgeoning, epic and silver, immunity to fire and sonic, spell resistance 52, divine traits, minor auras+11, major auras+7, grant move action 9/day, evasion, battlesense, flanker, interpose, defensive shield, delayed cleave.
Saves: Fort +50, Ref +45, Will +36
Abilities: Str 36, Dex 31, Con 40, Int 35, Wis 30, Cha 32
Skills: Appraise+56, Bluff+59, Concentration+59, Craft(Armorsmithing)+56, Craft(Weaponsmithing)+56, Diplomacy+62, Gather Information+59, Handle Animal+55, Heal+54, Intimidate+59, Knowledge(Geography)+56, Knowledge(History)+56, Knowledge(Planes)+56, Knowledge(Religion)+56, Knowledge(Tactics)+68, Listen+54, Ride+54, Sense Motive+54, Spot+54, Survival+54
Feats: Extend Spell(B), Weapon Focus(Longsword)(B), Power Attack(1), Combat Reflexes(H), Cleave(F1), Skill Focus(Diplomacy)(M1), Combat Expertise(F2), Improved Combat Expertise(3), Mounted Combat(F4), Ride-By Attack(6), Spirited Charge(F6), Calvary Charger(F8), Improved Bull Rush(F10), Improved Trip(12), Improved Sunder(F12), Sidestep(TS2), Improved Disarm(15), Improved Critical(Longsword)(18), Weapon Specialization(Longsword)(21), Melee Weapon Mastery(Slashing)(24), Shield Specialization(27), Shield Ward(30)
Epic Feats: Gloom Aura(B), Lasting Aura(B), Multiaura(B), Radiant Aura(B), Widen Aura(B), Overwhelming Critical(M23), Devastating Critical(TS23), Dire Charge(M26), Legendary Rider(TS26), Epic Reputation(M29), Spellcasting Harrier(TS29), Blinding Speed(M32), Epic Disarm(TS32), Shield Barrier(33), Epic Sunder(M35), Epic Trip(TS35), Shield Evasion(36)
Salient Divine Abilities: Battlesense, Bonus Domain(Law), Bonus Domain(Nobility), Divine Armor Mastery, Divine Marshal, Divine Shield, Increased Damage Reduction, Mistress of Tactics
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-augury, blade barrier, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, dictum, discern lies, dispel chaos, divine favor, divine power, enthrall, flame strike, foresight, geas/quest, greater command, greater scrying, greater visage of the deity, heroes' feast, hold monster, magic circle against chaos, magic vestment, magic weapon, moment of prescience, order's wrath, power word blind, power word stun, prayer, protection from chaos, regenerate, remove fear, repulsion, righteous might, shield of law, spiritual weapon, status, storm of vengeance, summon monster 9 (lawful only), time stop, zeal, zealot pact. Caster level 37th. The save DCs are 35 + spell level.

Alter Reality (Su)

The Red Knight exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. The Red Knight can use limited wish when doing so can help her promote strategy, intelligent warfare and planning. Note that in the situation where the Red Knight and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:
Competition: +1 bonus to opposed rolls.
Law: +1 caster level to lawful spells.
Nobility: 4/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 11 rounds.
Planning: Extend spell as a bonus feat.
War: Weapon Focus(Longsword) as a bonus feat.

Divine Aura (Ex)

The save DC against the Red Knight's divine aura is 25 and the radius is 40ft.

Immunities: The Red Knight is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: The Red Knight gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

The Red Knight does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: The Red Knight can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, the Red Knight can speak to any of her own worshipers, and to anyone within ten miles from a site dedicated to her, or within ten miles from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a calm, meditative tone. In this case, anyone within earshot of the sound can hear it.

Create Items: The Red Knight can create any wondrous item with power related to strategy or tactics; the maximum is 4,500 gold.

Portfolio Sense: The Red Knight is aware of any act of strategy, tactics and planning that involves 1,000 or more people.


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

The Red Knight has access to all Marshal auras.

Grant Move Action (Ex)

Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.


Tactical Soldier powers:
Spoiler: ShowHide


Flanker (Ex)

A tactical soldier can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Interpose (Ex)

A tactical soldier gains this ability, usable three times per day, at 3rd level. When an enemy threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the damage (and other effects) of the blow as if she had been hit instead.

Defensive Shield (Ex)

Starting at 4th level, whenever a tactical soldier fights defensively, she provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal —4 penalty (but her attack rolls still do).

Offensive Strike (Ex)

Starting at 5th level, in times of urgency a tactical soldier can lower all her defenses to make a very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attack rolls and damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes against spells automatically fail.

Delayed Cleave (Ex)

Starting at 7th level, if the last creature a tactical soldier hit in melee is dropped by someone other than her, and the tactical soldier still threatens that creature's square, she may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply.

Unbalancing Blow (Ex)

Starting at 8th level, a tactical soldier can use a full-round action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square. This ability works only on creatures up to one size category larger than the tactical soldier.

Reciprocal Strike (Ex)

A 10th-level tactical soldier can make an attack of opportunity (subject to normal restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three times per day.


Gear:
Spoiler: ShowHide


Checkmate

Checkmate appears to be a metallic, ruby-red colored longsword of superb make and craftsmanship. It catches the light and glistens with it, and if you look long into the reflections, scenes of past battles and gambits can be seen. Checkmate was a gift from Tempus to the Red Knight and is a crystallized memento of eons of past wars. It is a longsword+6 that grants the Red Knight a +10 bonus to CMB and CMD checks.

Castling

Castling is a blood red set of full plate armor. It appears in pristine condition, no matter how many battles it sees. It is said that the Red Knight was once mortal and was promoted to divinity by Tempus. According to this legend, the Red Knight went to the fiercest war in all Creation to hone her new divine powers. She joined the Blood War on the side of law and soon led a small, pan-order crusade into the Abyss. She won many victories against overwhelming odds, eventually laying siege to the castle of Balum, Demon Lord of the Hordes. With three masterful gambits she outmaneuvered his hordes of demons, circumvented the defenses around his castle and forced him into single combat. In a tremendous battle the Red Knight laid Balum low. With a single swing of Checkmate she shattered his castle and body apart, forever slaying the demon.  In the wake of this victory, the power of order and the Red Knight transformed the shattered castle and tore it away from the Abyss. It transformed into a suit of armor and has been worn by the Red Knight since.

Castling is glassteel full plate armor+6, heavy fortification. The gauntlets of the armor are locked gauntlets, preventing the Red Knight from being disarmed. Castling imbues the Red Knight with the endurance of a fortress, granting her a +4 bonus to Constitution. Castling prevents the Red Knight from being moved (such as by a bull rush) unless she wishes to be moved.

Queen's Move

Queen's Move is a ruby red shield that the Red Knight favors. Nothing of its legend is known, and there is curiously little lore surrounding it. It bears the standard of the Red Knight and functions as a heavy steel shield+6. It grants the benefits of the Mobility feat to the Red Knight and any mount she rides, except that the dodge bonus to armor class is doubled.

As a deity, the Red Knight has access to far more treasure should she require it. She favors items that increase her already formidable armor class, attacks and combat maneuvers.


Custom Material: [spoiler]

Epic Trip [Epic]
Prerequisite: Improved Trip, str 23
Benefit: You gain a +6 bonus on the CMB check you make to trip your opponent, as well as a +6 bonus to CMD to resist being tripped. This stacks with the bonus from Improved Trip. When you deal damage to a creature you tripped with your extra attack from Improved Trip, they must make a Fortitude save (DC 10 + 1/2 hit dice + strength modifier) or be unable to move or rise from being prone for one round. They may still act otherwise.

DIVINE MARSHAL
Prerequisite: Marshal level 20th
Benefit: The deity gains Gloom Aura, Lasting Aura, Multiaura, Radiant Aura and Widen Aura as bonus feats. The deity knows all major and minor marshal auras.

MISTRESS OF TACTICS
Prerequisite: Planning and War domains, Battlesense, int 31
Benefit: The Red Knight is said to know every plan, strategy and tactic in Creation. This insight grants her full knowledge of any plans she desires to know, including those used against her. This allows her to apply her intelligence modifier as an insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and knowledge(tactics) checks. Any foe that the Red Knight attacks in melee is considered to be flanked for her attacks and the attacks of any allies she commands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Redid him for gestalt. I bumped up him a few HD to 40 and factored in some buffs to his statblock, but he's otherwise more or less the same. He'd be a decent boss fight for Alicia+Seira straight up, though homefield advantage and his tactics (see in custom material and misc) lets him swing several CR above his stats. Anyone who wants to seriously beat him has to be able to blow him away in one round or counter his tactics effectively.

Tor Salinus may be an insane genocidal dragon, but he's still a super-humanly intelligent alpha predator.


Tor Salinus, the Brine Dragon.

Sand Dragon 40//Fighter 40

Spells active: Shield, Eagle's Splendor, Bite of the Werebear, Salt Armor, Superior Resistance

Size/Type: Colossal Dragon
Hit Dice: 40d12+520+40+400 (1440+20 hp)
Initiative: +10
Speed: 30ft, burrow 20ft, fly 150ft (clumsy), salt glide 240ft
Armor Class: 72 (-8 size, +2 dex, +53 natural, +1 dodge, +4 shield, +10 armor)
Base Attack/CMB/CMD: +40/+64/77
Attack: Bite+56 (4d8+24 plus 3d6 dessication)
Full Attack:Bite+56/+51/+46 (4d8+24 plus 3d6 dessication) and 2 claws+56 (4d6+12 plus 3d6 dessication) and 2 wings+56 (2d8+12 plus 3d6 dessication) and tail slap+56 (4d6+36 plus 3d6 dessication)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, dessication, frightful presence, spell-like abilities, spells.
Special Qualities: Tremorsense 240ft, damage reduction 20/epic, immunity to cold, force, energy drain, ability damage, ability drain, salt glide 240ft, salt vision, crystal veins, regeneration 10, lifesense 300ft, master of salt, darkvision 120ft, low-light vision, spell resistance 48.
Saves: Fort +37, Ref +30, Will +30
Abilities: Str 58, Dex 15, Con 36, Int 22, Wis 22, Cha 30
Skills:   
Feats: Blind-Fight(B), Eschew Material Components(B), Clinging Breath(1), Power Attack(F1), Improved Initiative(F2), Lingering Breath(3), Combat Reflexes(F4), Multiattack(6), Improved Bull Rush(F6), Awesome Blow(F8), Improved Multiattack(9), Glide-By Attack(F10), Rapidstrike(Bite)(12), Dodge(F12), Mobility(F14), Arcane Strike(15), Spring Attack(F16), Improved Rapidstrike(Bite)(18), Bounding Assault(F18), Rapid Blitz(F20), Toughness(21), Quicken Spell(24)
Epic Feats: Superior Initiative(F22), Spellcasting Harrier(F24), Epic Toughness(F26), Automatic Metamagic(Quicken Spell)(27), Armor Skin(F28), Automatic Metamagic(Quicken Spell)(30), Epic Toughness(F30), Armor Skin(F32), Automatic Metamagic(Quicken Spell)(33), Epic Toughness(F34), Epic Reflexes(36), Armor Skin(F36), Epic Toughness(F38), Great Strength(39), Epic Toughness(F40)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


At will-choking salt, dispel water, haboob, saltstorm, superb dispelling, wall of salt. Caster level 40th. The save DCs are Charisma based.

Spells

Tor Salinus casts as a 20th level sorcerer with access to the Thirst Domain. His spells are automatically quickened.

Spells per day: 6/8/8/7/7/7/7/7/7/6

Spells known:

0: Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1: Parching Touch, Nerveskitter, Obscuring Mist, Shield, Sunstroke, True Strike.
2: Desiccate, Eagle's Splendor, False Life, Ghoul Touch, Mirror Image, Web.
3: Tormenting Thirst, Displacement, Haste, Protection From Energy, Vampiric Touch.
4: Dispel Water, Dimensional Anchor, Enervation, Fire Shield, Greater Invisibility.
5: Blight, Cone of Cold, Feeblemind, Flesh to Salt, Mass Dessicate.
6: Symbol of Thirst, Chain Lightning, Superior Resistance, True Seeing.
7: Vitrify, Bite of the Werebear, Greater Scrying, Greater Teleport
8: Horrid Wilting, Breath Weapon Admixture, Mind Blank, Salt Armor.
9: Energy Drain, Mage's Disjunction, Time Stop, Wish.

Breath Weapon (Ex)

Billowing cone of flaying salt and negative energy, deals 26d6 dessication damage and 7 negative levels. A DC 43 Reflex save halves the damage and negative levels. The save DC is Constitution based.

Salt Glide (Ex)

Tor Salinus can glide through salt as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing Tor Salinus flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Salt Vision (Ex)

Tor Salinus can see through salt as if it was transparent. This includes any natural terrain within Quasi-Elemental Plane of Salt.

Crystal Veins (Ex)

A lattice of Salt's crystal veins cover Tor Salinus' body, preventing a formidable defense. First of all, the crystals shred apart any force spell or effect directed at Tor Salinus. He destroys effects such as Wall of Force or Resilient Sphere by passing through them and is not impeded, as well as being immune to all force damage.

Any creature that strikes Tor Salinus with a melee or natural weapon(But not reach weapons) suffers 5d10 damage. Non epic, non artifact weapons also take this damage, which ignores hardness, for each strike they make. In addition, the creature must make a DC 43 Reflex save. Roll 1d100 and inflict additional injury on a failed Reflex save:

1-20: Right leg severed and take 10d10 extra damage.
21-40: Left leg severed and take 10d10 extra damage.
41-60: Right arm severed and take 10d10 extra damage.
61-80: Left arm severed and take 10d10 extra damage.
81-90: Body bisected horizontally at the hips, lose both legs and suffer 20d10 extra damage.
91-100: Body rent into three or more parts, lose limbs and suffer an additional 40d10 extra damage.

Finally, the crystal veins are enchanted to absorb elemental damage directed at Tor Salinus. Any non-sonic source of elemental damage of 30 points or greater causes remnants of that energy type to dance around Tor Salinus for 10 rounds. He gains resistance 30 to that element during this time. If exposed to a different element, the previous element discharges, dealing 10d6 damage of that elemental type in a 100ft radius around Tor Salinus. Reflex DC 43 halves this damage. Tor Salinus is not effected by this discharge.

However, the crystal veins are vulnerable to sonic damage. If Tor Salinus suffers 100 points of sonic damage in a single attack, the veins shatter. The shrapnel from this deals 20d6 damage to Tor Salinus and any creature within 100ft. A reflex save DC 43 halves this damage. This shrapnel functions as normal crystal veins, cutting right through force effects and solid material, thus, cover grants no bonus against this attack.

Once broken, the crystal veins slowly heal over 10 minutes. During this time, all benefits from the crystal veins are lost.

The save DC is Constitution based.

Regeneration (Ex)

No forms of damage deal lethal damage to Tor Salinus while within Salt. When outside of Salt his regeneration is ineffective.

Lifesense (Su)

Tor Salinus notices and locates living creatures within 300 feet, just as if it possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch.

Master of Salt (Ex)

Long ago, Tor Salinus slaughtered and devoured the Archomental of Salt. Since then there has been no Archomental to claim Salt, only the endless rampages of Tor Salinus.  His single-minded purpose has shaped and been shaped by Salt in that time. While not a true archomental, he does gain certain benefits from his almost rulership of Salt. Tor Salinus has maximum HP per HD, is treated as having divine rank 0 for the sake of effects, gains access to the Thirst Domain's spells and can shape the salt around him freely, as if it was his divine realm. Tor Salinus does not need to eat, drink or breathe.

Desiccation (Ex)

Tor Salinus deals an extra 3d6 points of desiccation damage on each natural attack he makes.


Gear:
Spoiler: ShowHide


Tor Salinus has no need for gear against the vast majority of his foes. The rare foe who escapes and comes back for a second round, or who shows himself to be extremely dangerous before the first battle, will provoke Tor Salinus to use his three Ioun Stones.

Dusty Rose Prism: +6 insight bonus to armor class.
Pink and Pale Blue Rhomboid: +4 insight bonus to constitution and strength.
Lavender and Green Ellipsoid: Absorbs 8th level or lower magic.

Tor Salinus can safely be assumed to have access to any non-epic item and several epic items, as well as a few artifacts. If pushed that far, Tor Salinus will not hesitate to use them.


Custom Material and Misc: [spoiler]

Salt Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures up salt as hard as iron, covering your body in it. This protection grants you a +10 armor bonus to armor class.

Material Component

A handful of salt

Tactics:

Hit and run: Tor Salinus uses salt glide and salt vision to ambush enemies. Glide by, hit three times with the bite, fire a quickened breath or spell and glide away in the same turn. Survivors will likely hold and wait for the next assault. Instead, Tor Salinus will collapse the roof above them to crush them with a cave in. Any straggling survivors who won't die from suffocation and crushing trauma can be picked off at leisure. In the even this tactic fails in a non-repeatable way, Tor Salinus merely repeats the same cave in tactic. If it fails in a repeatable way, he burrows away and uses his control of Salt to have crystal veins manifest and slice up his enemies.

To beat Tor Salinus, a way to force him to battle is needed. Should a party have a way to force Tor Salinus to direct, stand up battle, he resorts to arcane strike fueled full attacks, quickened breath and Horrid Wiltings. If the enemy looks to be able to manage this, he resorts to flesh to salt, time stop, wish and similar tactics. If reduced to 1/4th of his HP or less (360 hp), Tor Salinus teleports or glides away, heals up and presses the battle on his terms. This includes dipping into his horde as well as his ioun stones. Tor Salinus can safely be assumed to have access to any non-epic item and several epic items, as well as a few artifacts. If pushed that far, Tor Salinus will not hesitate to use them.

Tor Salinus is insane and homicidal but he is not stupid. He is an alpha predator with a super human intellect and acts as such. While he has an all consuming hatred for living or undead creatures, he is capable of analyzing a situation and acting appropriately. He can and will retreat, use guerrilla tactics, fight dirty and use any advantage he can. The only thing he won't do is summon, call or use other creatures in battle. Tor Salinus fights alone.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#68
His divine tab hasn't been added, but oh well. Anyway, Ty-h'kadi is mentioned in Dragon 353 as an ally of Chan. He is the lord of the storm elementals and possessed of a fearsome rage. It often consumes him and only Chan can bring him out of it. Frenzied Berserker was a slam dunk based on that.

Most archomentals that aren't an elemental prince of Good or Evil tend to be obscure at best. Most of the elemental planes have a lot that goes on that's simply alien to anyone who isn't a native or elemental.

Speaking of elementals, I'll post primal elementals in a day or two. They need flavor since the position they hold and the reason they exist is complicated.


Ty-h'kadi
Lord of the Storms, Prince of Thunder and Lightning, Unstoppable Fury
Archomental
Symbol: A black stormcloud with lightning striking down from it
Home Plane: Stormgard, Palace of Storms
Alignment: Chaotic Neutral
Portfolio: Storms, storm elementals, fury
Worshipers: Storm elementals, lunatics, frenzied berserkers
Cleric Alignments: CE, CN, CG
Domains: Air, Chaos, Destruction, Storm, Windstorm, Wrath
Favored Weapon: Stormwrath (Falchion)

Notes: Allies are Chan. Yan-C-Bin isn't quite an enemy or an ally; it's a complicated relationship since normally someone like Ty-h'kadi would align with him. He's largely conflated with Talos and not without reason. Ty-h'kadi is a former servant - though this is largely unknown and forgotten - and damned close to being an aspect or proxy. The only reason they're kept separate is that Akadi has stopped Talos from meddling directly into Air's affairs. Talos has had enough on his plate to let it lie for a few eons. Is largely unknown out of Air and not even all of Air knows him. Most mortals who find him assume he's an aspect or name for Talos.

Storm Elemental 37//Barbarian 10/Frenzied Berserker 27

Size/Type: Gargantuan Elemental (Air, Chaotic)
Divine Rank: 2
Hit Dice: 37d12+444+37+144 (1073 hp)
Initiative: +9
Speed: 130ft, fly 320ft (perfect)
Armor Class: 53 (-4 size, +7 dex, +21 natural, +2 divine, +7 deflection, +10 armor)
Base Attack/CMB/CMD: +38/+59/77
Attack: Stormwrath+62 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Full Attack: Stormwrath+62/+57/+52/+47 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2) or rage and frenzy Stormwrath+72/+72/+67/+62/+57 (4d6+66 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Shock, thunder and lightning, rage 3/day, frenzy 13/day, inspire frenzy 11/day,
Special Qualities: Elemental traits, air mastery, damage reduction 20/-, darkvision 120ft, electricity and sonic healing, spell resistance 72, divine traits, improved uncanny dodge, trap sense+2, fearsome gaze, supreme cleave, deathless frenzy, improved power attack, greater frenzy, tireless frenzy, supreme power attack, airsense 20ft.
Saves: Fort +35, Ref +22, Will +21
Abilities: Str 50, Dex 25, Con 34, Int 22, Wis 23, Cha 24
Skills: Balance+47, Craft(Storms)+46, Hide+35, Intimidate+64, Knowledge(Arcana)+46, Knowledge(Local: Air)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Listen+46, Move Silently+47, Spot+46, Survival+46
Feats: Power Attack(1), Cleave(3), Destructive Rage(6), Intimidating Rage(9), Diehard(FB1), Great Cleave(12), Combat Reflexes(15), Toughness(18), Reckless Rage(21)
Epic Feats: Mighty Frenzy(FB13), Great Strength(24), Deathless Body(FB16), Great Strength(27), Damage Reduction(FB19), Spellcasting Harrier(30), Epic Toughness(FB22), Pulverize(33), Terrifying Rage(FB25), Epic Toughness(36)
Salient Divine Abilities: Divine Air Mastery, Elemental Might(Air), Extra Domain(Air), Extra Domain(Destruction), Extra Domain(Windstorm), Increased Spell Resistance
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Shock (Su)

Once per round as a free action, Ty-h'kadi can deliver an electrical shock to a single opponent within 30 feet. This deals 20d4 points of electricity damage and allows a DC 46 Fortitude save for half damage. The save DC is Constitution based and includes a +6 racial bonus.

Thunder and Lightning (Su)

Once per round as a full round action, Ty-h'kadi can unleash a blast of thunder and peal of lighting. The thunder deals 20d6 points of sonic damage to all creatures within 120ft of Ty-h'kadi. The lightning is a 240ft long line that deals 32d6 points of electricity damage. The thunder allows a DC 46 Fortitude save to half and the lightning allows a DC 46 Reflex save to halve. The save DCs are Constitution based and include a +6 racial bonus.

Air Mastery (Ex)

Airborne foes take a -4 penalty on attack and damage rolls against Ty-h'kadi.

Electricity and Sonic Healing (Ex)

Ty-h'kadi takes no damage from sonic and electricity damage. He instead heals damage equal to the damage that would otherwise be inflicted. Damage in excess of his maximum hit points is gained as temporary hit points. These temporary hit points last for 1 hour. Ty-h'kadi can absorb up to three times his maximum hit points in temporary hit points with any further excess being lost.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.


Frenzied Berserker
Spoiler: ShowHide


Frenzy (Ex)

A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier.

To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can't use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the character cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Supreme Cleave (Ex)

At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex)

At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack (Ex)

Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every –2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su)

Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her. A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.

Greater Frenzy (Ex)

Starting at 8th level, the character's bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack (Ex)

A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy (Ex)

A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.


Gear:
Spoiler: ShowHide


Stormwrath

Stormwrath is not a sword. It is a jagged lightning bolt that Ty-h'kadi favors for combat. The magic of the archomental gives it a solid edge and the sharpness of honed steel.

Stormwrath is a gargantuan falchion+6, lightning blast and keen. It grants a +5 bonus to attack rolls against opponents in metal armor, made of metal or the like. As Stormwrath is nothing more than a lightning bolt, it cannot be sundered or broken. Ty-h'kadi can call Stormwrath to his hand as a free action.

Ty-h'kadi also uses bracers of armor+10.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Flavor and information
Spoiler: ShowHide


Primal elementals are the apex of elementals, a class above even the elemental monoliths. Unlike the elemental monoliths, primal elementals are born as such and never advance from lesser elementals gaining power. They are created by the elemental planes and are commanded only the supreme elemental deity of each plane. They are rarely known to mortals, who generally assume elemental monoliths are supreme amid the creatures of the Inner Planes.

Ecology

As creatures that do not need to eat, breath or sleep, primal elementals have no desire for food. They live outside of the food chain of their respective planes. They are more intelligent than their elemental kin, yet are the least social of any of them. They avoid contact with lesser elementals whenever possible. What interactions they do have are with powerful entities who can contact them, archomentals and the elemental gods. While possessing incredible power, they are softer spoken than their kin. They understand diplomacy as well as intimidation and generally avoid conflict.

Should they deal with a lesser elemental, they will conclude the business as soon as possible. They issue commands to them and these commands are always followed to the elemental's full ability. Those few lesser elementals that intentionally disturb a primal elemental rouse their wrath, resulting in a quick and violent end for that elemental. This is one of the few things known to arise the wrath of a primal elemental.

Creatures capable of contacting or contracting the elemental are dealt with carefully. Primal elementals have a tenuous understanding of matters not related to their element and are thus cautious. Those who offer the right incentives - usually the great advancement of the elemental's element over its opposing type, such as promoting water over fire - will find a primal elemental willing to deal with them.

Archomentals find primal elementals obedient only so far as what they desire promotes their element. Attempts draw primal elementals into matters of good, evil or other things unimportant to the elements results in a refusal and sometimes a fight. This usually results in a subdued or slain primal elemental, yet they refuse to bend on this issue. This includes primal elementals who serve an archomental directly by order of an elemental god.

The elemental deities (Kossuth, Akadi, Grumbar and Istishia) command the primal elementals. These mighty beings are their kings and lords, as the primal elementals answer only to them. All of the curious behavior of primal elementals comes from the commands of the elemental gods. The primal elementals are charged with overseeing the most fundamental aspects of their planes. They manage and control things that are alien save to the elementals and natives of their elemental planes. To do this perfectly, they must be free of the contamination of good, evil, law, chaos or other factors that have bled into the elemental planes. As such, primal elementals exist in a form of stasis by the will of the elemental gods. They are unable to advance or grow stronger, yet are free of any chance of being contaminated with outside forces.

Environment

Primal elementals are found in places of great elemental power within their plane. They are seldom seem unless a being threatens harm to these locations. Even lesser elementals of the opposing type will be directly ignored, though the primal elemental will summon lesser elementals to deal with them for the affront. Primal elementals encountered outside of these places are always on some manner of business or contract.

Typical Physical Characteristics

Primal elementals are colossal sized elementals. They tower over other elementals and grow larger as they get older.

Alignment

Always neutral. Primal elementals are unable to change alignment by command of the elemental gods.

Advancement

As a result of commands placed on them, primal elementals are unable to advance. They are incapable of gaining further hit dice or levels. This restriction is only lifted if they gain divine rank 1 or higher, such as becoming an archomental or similar station. It's worth noting that there is no known archomental that is also a primal elemental. Generally, archomentals are drawn from elder elemental stock or rarely from elemental monoliths.

Gestalt

Primal elementals completely favor classes and prestige classes that fit the perceptions of the element. For example, a fire elemental may take barbarian for its flaming hot anger while an earth elemental may take fighter and dwarven defender to be better at being a gigantic defensive pile of stone.


Primal Air Elemental

Size/Type: Colossal Elemental (Air)
Hit Dice: 40d8+320+40+80 (760 hp)
Initiative: +27
Speed: Fly 200ft (perfect)
Armor Class: 49 (-8 size, +19 dex, +25 natural, +3 dodge)(10% miss chance)
Base Attack/CMB/CMD: +30/+49/78
Attack: Slam+41 (8d6+19)
Full Attack: 2 slams+41 (8d6+19)
Space/Reach: 30ft/30ft
Special Attacks: Air mastery, primal magic, whirlwind.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, elemental traits.
Saves: Fort +20, Ref +37, Will +21
Abilities: Str 32, Dex 49, Con 26, Int 14, Wis 17, Cha 19
Skills: Balance+62, Diplomacy+47, Hide+62, Intimidate+47, Listen+46, Sense Motive+46, Spot+46, Tumble+62
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Flyby Attack(3), Combat Expertise(6), Improved Natural Attack(Slam)(9), Iron Will(12), Dodge(15), Mobility(18), Improved Flyby Attack(21), Toughness(24)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Blinding Speed(27), Epic Will(30), Epic Toughness(33), Epic Dodge(36), Self Concealment(39)
Alignment: Neutral

Air Mastery (Ex)

Airborne creatures take a -6 penalty on attack and damage rolls against a primal air elemental.

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, wind and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Whirlwind (Su)

A primal air elemental may take the form of a whirlwind like its lesser kin, but more powerful than what they manifest. It has the following changes:

The size of the whirlwind may be up to 15ft at its base, 90ft at its top and 150ft wide.

The whirlwind deals 6d8 points of damage to creatures and requires a DC 49 Reflex save to avoid the damage, being held suspended in the whirlwind or to escape. The save DC is Dexterity based, instead of Strength based.

The concentration check to cast within the whirlwind is 45 + spell level. The penalty to Dexterity is -8 and the penalty to attack rolls is -4.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Primal Earth Elemental

Size/Type: Colossal Elemental (Earth)
Hit Dice: 40d8+360+40+160 (880 hp)
Initiative: -2
Speed: 50ft
Armor Class: 47 (-8 size, -2 dex, +47 natural)
Base Attack/CMB/CMD: +30/+58/66
Attack: Slam+42 (8d6+30)
Full Attack: 2 slams+42 (8d6+30)
Space/Reach: 30ft/30ft
Special Attacks: Earth mastery, primal magic, push.
Special Qualities: Damage reduction 28/- spell resistance 48, darkvision 120ft, improved mettle, earth glide, elemental traits.
Saves: Fort +33, Ref +10, Will +21
Abilities: Str 51, Dex 6, Con 28, Int 14, Wis 17, Cha 19
Skills: Climb+63, Diplomacy+47, Intimidate+47, Jump+71, Listen+46, Search+45, Sense Motive+46, Spot+46
Feats: Power Attack(1), Endurance(3), Steadfast Determination(6), Improved Natural Attack(Slam)(9), Great Fortitude(12), Improved Bull Rush(15), Awesome Blow(18), Toughness(21)
Epic Feats: Epic Toughness(24), Damage Reduction(27), Great Ability(Strength)(30), Pulverize(33), Epic Fortitude(36), Epic Toughness(39)
Alignment: Neutral

Earth Mastery (Ex)

An earth elemental gains a +6 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, wind and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Earth Glide (Ex)

A primal earth elemental may glide through the earth like its lesser kin. Unlike them, it may move through metal freely.

Push (Ex)

A primal earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's CMB checks. A primal elemental triples the distance he bull rushes an opponent as well as tripling the distance he can knock an opponent with his awesome blow feat.

Improved Mettle (Ex)

If a primal earth elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Primal Fire Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+320 (640 hp)
Initiative: +25
Speed: 120ft
Armor Class: 45 (-8 size, +12 dex, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/72
Attack: Slam+39 (8d6+17 plus 12d6 fire)
Full Attack: 2 slam+39 (8d6+17 plus 12d6 fire)
Space/Reach: 30ft/30ft
Special Attacks: Burn, primal magic.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, immunity to fire, elemental traits.
Saves: Fort +20, Ref +41, Will +21
Abilities: Str 32, Dex 45, Con 26, Int 14, Wis 17, Cha 19
Skills:  Balance+60, Diplomacy+47, Intimidate+47, Jump+89, Listen+46, Sense Motive+46, Spot+46, Tumble+60
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Iron Will(3), Dodge(6), Mobility(9), Spring Attack(12), Lightning Reflexes(15), Bounding Assault(18), Improved Natural Attack(Slam)(21), Searing Spell-Like Ability(Primal Magic)(24), Suppress Weakness(27), Overcome Weakness(30)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Epic Searing Spell-Like Ability(Primal Magic)(33), Epic Will(36), Epic Reflexes(39)
Alignment:

Burn (Ex)

A primal fire elemental sets its foes ablaze like its lesser kin. It functions as the burn of lesser elementals except as noted. It inflicts an extra 12d6 points of fire damage per natural attack and the save DC to resist being set on fire is 47 and is Dexterity based, not Constitution based. Finally, a creature set on fire by a primal fire elemental takes 3d6 points of fire damage per round instead of 1d6 points of fire damage.

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, wind and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Primal Water Elemental

Size/Type: Colossal Elemental (Water)
Hit Dice: 40d8+440+40+240 (1040 hp)
Initiative: +6
Speed: 40ft, swim 260ft
Armor Class: 46 (-8 dize, +6 dex, +38 natural)
Base Attack/CMB/CMD: +30/+53/70
Attack: Slam+37 (8d6+15)
Full Attack: 2 slams+37 (8d6+15)
Space/Reach: 30ft/30ft
Special Attacks: Drench, primal magic, vortex, water mastery.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved mettle, elemental traits.
Saves: Fort +33, Ref +18, Will +29
Abilities: Str 40, Dex 22, Con 33, Int 14, Wis 17, Cha 19
Skills: Diplomacy+47, Intimidate+47, Jump+62, Listen+46, Move Silently+50, Sense Motive+46, Spot+46, Swim+66
Feats: Combat Reflexes(1), Iron Will(3), Power Attack(6), Endurance(9), Steadfast Determination(12), Improved Natural Attack(Slam)(15), Toughness(18), Rapid Swimming(21), Swimby Attack(24)
Epic Feats: Epic Toughness(27), Epic Will(30), Epic Fortitude(33), Epic Toughness(36), Epic Toughness(39)
Alignment: Neutral

Drench (Ex)

The primal elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Gargantuan size or smaller. The creature can dispel magical fire it touches as greater dispel magic (dispel modifier+40).

Primal Magic (Sp)

As a swift action, a primal elemental can cast any spell of 13th level or lower that has a descriptor that matches the elemental's affinity. That is, a primal fire elemental can cast spells with the fire descriptor while a primal earth, wind and water elementals can cast spells with the earth, air or water descriptors, respectively. Spells cast in this way have a DC equal to 10 + 1/2 the primal elemental's hit dice + Charisma modifier and a caster level equal to their hit dice. Casting a spell with this ability never provokes an attack of opportunity, as it is a primal display of elemental mastery rather than a proper spell that creates openings.

Vortex (Su)

A primal water elemental may take the form of a swirling vortex like its lesser kin, but more powerful than what they manifest. It has the following changes:

The size of the vortex may be up to 15ft at its base, 90ft at its top and 150ft wide.

The vortex deals 6d8 points of damage to creatures and requires a DC 45 Reflex save to avoid the damage, being held suspended in the vortex or to escape. The save DC is Strength based.

The concentration check to cast within the vortex is 45 + spell level. The penalty to Dexterity is -8 and the penalty to attack rolls is -4.

Improved Mettle (Ex)

If a primal water elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I'm not happy with how Gond turned out. While some of his mechanics came out well, the final product felt sloppy and lacking. I'm planning on redoing this from scratch some day, probably with a custom epic PrC to help streamline and fix some of the inherent problems. It's not a priority, as the final product here left a bad taste in my mouth. If you ignore all that he's functional at least.

His gear's also not done. As the god of smithing, creation and invention, I figure he's one of the few deities really loaded for bear on gear. His gear that is there is also a mess, as it never went past a first draft before I decided I wasn't happy with the overall product.


Gond
Spoiler: ShowHide

Wonderbringer, Lord of all Smiths
Intermediate Deity
Symbol: A toothed metal, bone or wood cog with four spokes
Home Plane: House of Knowledge
Alignment: Neutral
Portfolio: Artifice, crafts, construction, smithwork
Worshipers: Blacksmiths, crafters, engineers, inventors, woodworkers
Cleric Alignments: Any
Domains: Artifice, Craft, Earth, Fire, Forge, Knowledge, Metal, Planning
Favored Weapon: Craftmaster (Warhammer)

Fighter 10/Master 50//Artificer 60

Size/Type: Medium Outsider
Divine Rank: 15
Hit Dice: 10d10+50d6+1080+60+120 (1660 hp)
Initiative: +36
Speed: 60ft, fly 200ft (perfect)
Armor Class: 121 (+17 dex, +15 divine, +30 natural, +15 deflection, +44 armor)
Base Attack/CMB/CMD: +47/+72/119
Attack: Craftmaster+103 (2d8+53 plus 3d8 fire (15d8 on crit) plus 2d8 fire per successful hit after the first plus 8d6 on crit 19-20 x5)
Full Attack: Craftmaster+103/+103/+98/+93/+88 (2d8+53 plus 3d8 fire (15d8 on crit) plus 2d8 fire per successful hit after the first plus 8d6 on crit 19-20 x5)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, energy burst(15d10 fire, DC 70), divine blast 18/day(30d12), infusions.
Special Qualities: Damage reduction infinite/special, immunity to fire and acid, spell resistance 75, tremorsense 150ft, heatsense 150ft, fast healing 35, primary focus(craftsman), knack(item of distinction(armor), item of distinction(weapon), item of renown, item of fame, item of glory, item of legend, word of mouth), secondary focus(sage), skill mastery, artificer knowledge, artisan bonus, disable trap, item creation, craft homunculus, metamagic spell trigger, metamagic spell completion.
Saves: Fort +71, Ref +66, Will +68
Abilities: Str 60, Dex 44, Con 47, Int 54, Wis 40, Cha 40 
Skills: Appraise+100, Balance+95, Bluff+93, Climb+113, Concentrate+96, Craft(All not listed otherwise)+129, Craft(Alchemy)+142, Craft(Armorsmithing)+142, Craft(Blacksmith)+142, Craft(Carpentry)+142, Craft(Gemcutting)+142, Craft(Leatherworking)+139, Craft(Pottery)+139, Craft(Shipbuilding)+142, Craft(Stonemasonry)+142, Craft(Trapmaking)+139, Craft(Weaponsmithing)+142, Decipher Script+100, Diplomacy+93, Disable Device+100, Disguise+93, Escape Artist+95, Forgery+100, Gather Information+93, Handle Animal+93, Heal+93, Intimidate+93, Knowledge(All base 10)+102, Listen+93, Search+100, Sense Motive+93, Spellcraft+100, Spot+93, Swim+113, Use Magic Device+93, Use Rope+95
Feats: Extend Spell(B), Skill Focus(Craft: Carpentry)(B), Weapon Focus(Warhammer(B), Power Attack(1), Scribe Scroll(A1), Improved Initiative(F1), Improved Sunder(H), Brew Potion(A2), Improved Bull Rush(F2), Versatile Craftsman(3), Craft Wondrous Item(A3), Exceptional Artisan(A4), Toughness(F4), Craft Magic Arms and Armor(A5), Combat Brute(6), Craft Wand(A6), Weapon Specialization(Warhammer)(F6), Extraordinary Artisan(A8), Melee Weapon Mastery(Bludgeoning)(F8), Improved Homunculus(9), Craft Rod(A9), Improved Critical(Warhammer)(F10), Smith's Focus(12), Craft Staff(A12), Craft Construct(A12), Skill Focus(Craft: Armorsmithing)(M2), Forge Ring(A14), Smith's Fire(15), Skill Focus(Craft: Weaponsmithing)(M5), Attune Magic Weapon(A16), Smith's Rhythm(18), Skill Focus(Craft: Alchemy)(M8), Extra Rings(A20), Skill Focus(Craft: Gemcutting)(M11), Skill Focus(Craft: Shipbuilding)(M14), Skill Focus(Craft: Stonemasonry)(M17), Skill Focus(Craft: Blacksmithing)(M20)
Epic Feats: Great Ability(Strength)(21), Epic Infusions(A23), Pulverize(24), Epic Crafting(A26), Great Ability(Intelligence)(27), Additional Magic Item Space(Armor)(A29), Great Ability(Constitution)(30), Additional Magic Item Space(Amulet)(A32), Overwhelming Critical(33), Epic Skill Focus(Craft: Armorsmithing)(M23), Additional Magic Item Space(Headband)(A35), Devastating Critical(36), Epic Skill Focus(Craft: Weaponsmithing)(M26), Epic Skill Focus(Craft: Alchemy)(A38), Improved Item of Legend(39), Improved Item of Legend(M29), Epic Skill Focus(Craft: Gemcutting)(A41), Epic Toughness(42), Weapon of Myth(M32), Epic Skill Focus(Craft: Shipbuilding)(A44), Great Ability(Strength)(45), Armor of Myth(M35), Epic Skill Focus(Craft: Stonmasonry)(A47), Great Ability(Strength)(48), Epic Skill Focus(Craft: Blacksmithing)(M38), Epic Skill Focus(Craft: Carpentry)(A50), Great Ability(Strength)(51), Improved Item of Legend(M41), Epic Skill Focus(Craft: Leatherworking)(A53), Improved Item of Legend(54), Improved Item of Legend(M44), Epic Skill Focus(Craft: Trapmaking)(A56), Improved Item of Legend(57), Improved Item of Legend(M47), Epic Skill Focus(Craft: Pottery)(A59), Improved Item of Legend(60), Improved Item of Legend(M50)
Salient Divine Abilities: Alter Form, Alter Size, Craft Artifact, Craftshield, Create Object, Divine Blast, Divine Shield, Divine Earth Mastery, Divine Fast Healing, Divine Fire Mastery, Divine Skill Focus(Craft: All), Elemental Might(Fire), Elemental Might(Earth), Energy Burst(Fire), Extra Domain(Earth), Extra Domain(Fire), Extra Domain(Planning), Increased Damage Reduction, Master Crafter, Supreme Damage Reduction, Versatile Artisan
Alignment: Neutral

Master powers: [spoiler]

Primary Focus (Ex)

At 1st level, masters choose which broad category of talents they are most proficient in, out of the four given below. This becomes their primary focus, and determines their class skills, and which focus group they may select their knacks from as they advance. In addition, masters add a +2 competence bonus to all skill checks made with their key skill (Craft, Perform, Professional, or Knowledge).

Knack (Ex)

Beginning at 1st level, masters acquire specific abilities as they advance, which belong to groups associated with the four master foci. These abilities are known as knacks. Some knacks have prerequisites, which must be met before they can be taken. Some knacks can be taken only once, while others may be taken multiple times, with cumulative effects. Masters may choose knacks only from a list associated with their primary or secondary focus.

Secondary Focus (Ex)

At 7th level masters may add a secondary focus from one of the other categories they have not yet selected as their primary focus, adding that category's class skills to their own class skill list and gaining a +2 competence bonus to the key skill of the new category. The competence bonus to the master's primary focus key skill increases to +4.

Skill Mastery (Ex)

At 10th level, masters select a number of skills from their class list equal to 3 + their Intelligence modifier. When making a skill check using one of these skills, masters may take 10 even if stress and distractions would normally prevent them from doing so.

Word of Mouth (Ex)

The master craftsman's skill at his craft becomes widely known. Select a Craft skill. With this knack, a week's worth of dedicated work earns the master craftsman a number of steel pieces equal to his Craft check, rather than half his Craft check.

This knack may be taken more than once. Each time, it applies to a different Craft skill.

Item of Distinction (Ex)

With this knack, the master craftsman learns how to more efficiently create masterwork items. Select a Craft skill. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but the additional cost to create them is halved. An item of distinction can be recognized as such with a successful DC 15 Appraise check.

This knack can be taken more than once. Each time, it applies to a different Craft skill.

Item of Renown (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items - weapons confer a +2 bonus to attack rolls, armor check penalty is lessened by 2, and skill bonus items confer a +4 bonus. These items of renown must be created with the Craft skill specified by the master's item of distinction knack, take twice as long to create, and cost the same amount as standard masterwork items.

Item of Fame (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items - weapons confer a +3 bonus to attack rolls, armor check penalty is lessened by 3, and skill bonus items confer a +6 bonus. These items of fame must be created with the Craft skill specified by the master's item of distinction knack, take three times as long to create, and the additional cost to create them is tripled (+900 steel for weapons of fame, +450 steel for armor of fame, etc).

Item of Glory (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items - weapons confer a +4 bonus to attack rolls, armor check penalty is lessened by 4, and skill bonus items confer a +8 bonus. These items of glory must be created with the Craft skill specified by the master's item of distinction knack, take four times as long to create, and the additional cost to create them is quadrupled (+1200 steel for weapons of glory, +600 steel for armor of glory, etc).

Item of Legend (Ex)

With this knack, the master craftsman reaches the pinnacle of his ability to create superior items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items - weapons confer a +5 bonus to attack rolls, armor check penalty is lessened by 5, and skill bonus items confer a +10 bonus. These items of legend must be created with the Craft skill specified by the master's item of distinction knack, take five times as long to create, and the additional cost to create them is quintupled (+1500 steel for weapons of legend, +750 steel for armor of legend, etc).


Artificer powers:
Spoiler: ShowHide


Artificer Knowledge (Ex)

An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap (Ex)

An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Item Creation (Ex)

An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a lst-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Magic items created by an artificer are considered neither arcane nor divine.

Craft Homunculus (Ex)

At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image for the basic homunculus described in the Monster Manual.) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. An artificer can use this ability to construct other types of homunculi (such as the ones found on the Eberron Campaign Setting and Magic of Eberron). The same rules apply.

If an artificer gives a basic homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.

An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Retain Essence (Su)

At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.

Metamagic Spell Trigger (Su)

At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su)

At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 × the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 × 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery (Ex)

At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.


Gear: [spoiler]

Craftmaster

Earthbone Steel Warhammer+12, fiery blast and speed. Any creature struck must make a DC 80 Fortitude save or be subject to Gond's Revision. Gond's Revision is the ability for Gond to revise and improve any work he deems fit - even creatures. He may change any one of the creature's race, type, subtype(s), age or miscellaneous details (such as height, weight, gender and so on). He may elect to instead switch two ability scores of the creature, two feats or two memorized spells or spells known. A creature can be affected by Gond's Revision only once per round. Gond must succeed on an opposed rank check to affect another power with this ability. If the change would be against the deity's portfolio, the defending deity gains a +3 bonus to the opposed rank check. Changes made by Gond last for 24 hours. The creature is then allowed a second Fortitude save. Success reverts the changes and failure makes them permanent.

Gond's Grand Mobile Forge

This 'forge' consists of three items. They work together to make Gond a moving forge of fire and metal, nearly invulnerable on the battlefield. These items are a suit of glassteel full plate armor+10, enchanted forge fires and a suit of earthbone steel full plate armor+10. Each suit of armor is personally forged by Gond with the finest work. The armor inflicts no armor check penalty, maximum dexterity cap or arcane spell failure.

The glassteel armor floats around Gond. It stays in perfect place, a mobile field of moving, transparent armor. Gond wears the earthbone steel armor as normal. In the space between the suits of armor divine flames roar, eternally burning bright. The suits of armor's armor bonus stack for a total +44 armor bonus to armor class. Together they grant the heavy fortification ability. The flames keep Gond heated, granting him immunity to cold. Any creature that attacks Gond successfully causes an eruption of flame to consume him. This deals 35d10 points of fire damage to the attacker with a DC 70 Reflex save to halve.

Forgeflame Helmet

This helmet allows Gond to focus the fires of his Energy Burst salient divine ability to a 60ft line of fire. This line of fire is highly focused and is treated as being maximized, dealing 150 points of fire damage to all creatures. The reflex save for Energy Burst is unchanged.

Magnification Lenses

These lenses are fitted into the Forgeflame Helmet. They render Gond immune to blindness, though this is not their primary function. These lenses greatly magnify Gond's sight, allowing him to see at a range of up to 15 miles. He can see at perfect clarity and can focus his vision on any point there without difficulty.

Amulet of Crystallized Fortune

This amulet is Gond's efforts at crafting luck into a material form. It can be used to cast Improvisation once per minute as a spell-like ability with a caster level of 40.

Amulet of the Craftsman

This amulet is filled with eons of crafting wisdom. It grants a +30 bonus to up to 5 craft checks per day.

Versatile Craftsman [General]
Prerequisite: Craft 5 ranks
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Craft check when using two or more forms of Craft at the same time, such as creating an alchemist's sword. In such cases, add the bonus to the higher of your two Craft skill modifiers.

Smith's Focus [General]
Prerequisite: Craft(Weaponsmithing, Armorsmithing or Blacksmithing) 8 ranks, Weapon Focus(Warhammer), str 13, int 13
Benefit: You gain a +1 competence bonus to attack and damage rolls with a warhammer against targets wearing metal armor or who are comprised primarily of metal.
Special: A fighter may select Smith's Focus as one of his fighter bonus feats.

Smith's Rhythm [General]
Prerequisite: Smith's Focus, str 17, int 17
Benefit: When you make a full attack action with a warhammer, each attack that connects beats down your foe's defenses, granting a cumulative +2 bonus on attack rolls until the end of your current turn.
Special: A fighter may select Smith's Rhythm as one of his fighter bonus feats.

Smith's Fire [General]
Prerequisite: Smith's Rhythm
Benefit: Your powerful hammer maintains some of the heat of the forge deep within it. For each +2 bonus your attack gains from Smith's Rhythm, you deal a cumulative +1d6 points of fire damage. If the warhammer has the flaming, flaming burst or fiery blast properties, the extra fire damage from both those properties and this feat increases to d8s.
Special: A fighter may select Smith's Fire as one of his fighter bonus feats.

Improved Item of Legend [Epic]
Prerequisite: Item of Legend
Benefit: Your items are of unearthly quality. The bonus to weapon attack rolls increases by 1, the reduction in armor check penalty increases by 1 and the bonus to skill boosting items increases by 2.
Special: You may select this feat more than once. Its benefits stack.

Weapon of Myth [Epic]
Prerequisite: Item of Legend, Craft(Weaponsmithing) 24 ranks
Benefit: Your masterwork weapons are beyond all compare. The bonus to hit from them now applies to damage rolls with the weapon. The critical hit range of any masterwork weapon you create rises by 1. Finally, any weapon you make counts as epic to bypass damage reduction, despite being non-magical.

Armor of Myth [Epic]
Prerequisite: Item of Legend, Craft(Armorsmithing) 24 ranks
Benefit: Your masterwork armor is beyond all compare. Armor you make has no armor check penalty. Apply the normal bonus to armor check penalty to the maximum dexterity cap of the armor instead.

CRAFTSHIELD
Prerequisite: Supreme Damage Reduction
Benefit: Gond cannot be harmed by any weapon that has been crafted, forged or created. He is treated as having infinite damage reduction against them and any special properties of the weapon are likewise negated against him. Natural weapons and other types of weapons that have not been forged, crafted or created can damage Gond normally. He has no innate damage reduction against them.

VERSATILE ARTISAN
Prerequisites: Divine Skill Focus(Craft), Master Crafter, Craft Domain, Versatile Craftsman
Benefit: Gond is the source of all crafting within Creation. He is treated as having maximum skill ranks (63) in every possible craft skill. Should he come across a new type of crafting, he immediately is treated as having maximum ranks in it. In addition, Divine Skill Focus (Craft) applies to all of his craft skills.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Elyssa was an exercise in turning a class feature into something interesting. Think Galatea. I wanted to avoid the little girl thing, but ultimately decided a young, innocent girl would be an interesting contrast to Gond. On the other hand it really is a terrible stereotype, so I dunno. For that matter, I may be unhappy with her only because I'm unhappy with how Gond turned out. Whatever.

It's not mentioned anywhere on the sheet, but she has DvR0. She's not a true deity, just gifted with a fragment of Gond's power. The sheet's not quite complete, but the gist of it all is there. Also no gestalt, as she's technically in the same position as familiars and animal companions. She really straddles the line here, so DvR0 was in part a way to compensate for that.


Elyssa, 58 HD Homunculus.

Size/Type: Small Outsider (Augmented Construct)
Hit Dice: 58d10+696+20+58+116 (1470 hp)
Initiative: +12
Speed: 30ft, climb 20ft, swim 20ft, fly 80ft (perfect)
Armor Class: 98 (+1 size, +12 dex, +38 natural, +13 deflection, +9 dodge, +15 armor)
Base Attack/CMB/CMD: +58/+74/118
Attack: Elyssa's Hammer+87 (1d6+35)
Full Attack: Elyssa's Hammer+87/+82/+77/+72 (1d6+35)
Space/Reach: 5ft/5ft
Special Attacks: Poison, sneak attack+5d6.
Special Qualities: Living construct, construct traits, divine traits, darkvision 120ft, low-light vision, damage reduction 30/adamantine and epic, spell resistance 75, improved homunculus, evasion, trapfinding, fast healing 6.
Saves: Fort +49, Ref +49, Will +48
Abilities: Str 44, Dex 35, Con 34, Int 30, Wis 32, Cha 37
Skills: Appraise+71, Bluff+74, Concentration+73, Craft(All)+71, Disable Device+71, Diplomacy+74, Gather Information+74, Hide+73, Knowledge(All base 10)+71, Listen+72, Move Silently+73, Search+71, Spot+72
Feats: Power Attack(B), Cleave(B), Great Cleave(B), Weapon Focus(Heavy Mace)(B), Dodge(1), Versatile Craftsman(3), Mobility(6), Spring Attack(9), Bounding Assault(12), Toughness(15), Rapid Blitz(18)
Epic Feats: Epic Toughness(21), Final Blitz(24), Epic Dodge(27), Epic Trapfinding(30), Fast Healing(33), Improved Spell Resistance(36), Blinding Speed(39), Multiaction(42), Polyglot(45), Epic Dodge(48), Fast Healing(51), Epic Dodge(54), Epic Dodge(57)
Alignment: Neutral

Living Construct (Ex)

Elyssa began life as Gond's homunculus. Over time he poured more power into her, granting her independence and her own personality. Over time the two saw each other as father and daughter. In the fullness of time Gond changed Elyssa's body, granting it life combined with the benefits of being a construct. Elyssa has a soul and a constitution score, as well as all outsider traits. She also retains all construct traits. For the sake of effects, Elyssa counts as either an outsider or a construct, whichever is more favorable to her.

Improved Homunculus (Ex)

Elyssa has selected evasion, flier, strongx8 and sneak attackx5, climber, swimmer, durable and telepathy range.

Elyssa's Hammer: Heavy Mace+10. Can cast mass heal (CL 25th) as a swift action once per minute.
Elyssa's Smock: Grants a +15 armor bonus.
Warrior's Pride: This ring was made by Gond using the crystallized concept of a powerful warrior. It grants Elyssa the benefits of the Power Attack, Cleave, Great Cleave and Weapon Focus(Heavy Mace) feats.

Elyssa carries a variety of potent consumables, such as a bead that duplicates a summon elemental monolith spell and a silver hammer token that is capable of summoning Gond.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?